Updated jsdocs to mention roundPixels (#1377)

This commit is contained in:
photonstorm 2015-02-11 15:32:52 +00:00
parent 9c71afb929
commit 42c75c0ad2

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@ -158,7 +158,11 @@ Phaser.Camera.prototype = {
},
/**
* Tells this camera which sprite to follow.
* Tell the camera which sprite to follow.
*
* If you find you're getting a slight "jitter" effect when following a Sprite it's probably to do with sub-pixel rendering of the Sprite position.
* This can be disabled by setting `game.renderer.renderSession.roundPixels = true` to force full pixel rendering.
*
* @method Phaser.Camera#follow
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
* @param {number} [style] - Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().