diff --git a/src/cameras/2d/Camera.js b/src/cameras/2d/Camera.js index e0b0aba5a..72d591b88 100644 --- a/src/cameras/2d/Camera.js +++ b/src/cameras/2d/Camera.js @@ -152,7 +152,7 @@ var Camera = new Class({ /** * Is this Camera visible or not? - * + * * A visible camera will render and perform input tests. * An invisible camera will not render anything and will skip input tests. * @@ -347,7 +347,7 @@ var Camera = new Class({ /** * The mid-point of the Camera in 'world' coordinates. - * + * * This value is updated in the preRender method, after the scroll values and follower * update have been calculated. * @@ -768,6 +768,7 @@ var Camera = new Class({ this.scrollX = Linear(fx, deadzone.x, this.lerp.x) / zoom; this.scrollX -= deadzone.x; console.log(this.scrollX); + // debugger; } else if (fx >= deadzone.right) @@ -775,6 +776,7 @@ var Camera = new Class({ this.scrollX = Linear(fx, deadzone.right, this.lerp.x) / zoom; this.scrollX -= deadzone.right; console.log(this.scrollX); + // debugger; } @@ -1181,14 +1183,14 @@ var Camera = new Class({ /** * Sets the visibility of this Camera. - * + * * An invisible Camera will skip rendering and input tests of everything it can see. * * @method Phaser.Cameras.Scene2D.Camera#setVisible * @since 3.10.0 * * @param {boolean} value - The visible state of the Camera. - * + * * @return {this} This Camera instance. */ setVisible: function (value)