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https://github.com/photonstorm/phaser
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Added jsdocs
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parent
218dde8d8a
commit
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4 changed files with 157 additions and 3 deletions
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@ -1,4 +1,3 @@
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/**
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* Provides methods used for getting and setting the origin of a Game Object.
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* Values are normalized, given in the range 0 to 1.
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@ -1,10 +1,48 @@
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// Pipeline is a WebGL-Only feature
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/**
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* Provides methods used for setting the WebGL rendering pipeline of a Game Object.
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*
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* @name Phaser.GameObjects.Components.Pipeline
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* @mixin
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* @webglOnly
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* @since 3.0.0
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*/
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var Pipeline = {
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/**
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* [description]
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*
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* @name Phaser.GameObjects.Components.Pipeline#defaultPipeline
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* @type {Phaser.Renderer.WebGL.WebGLPipeline}
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* @default null
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* @webglOnly
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* @since 3.0.0
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*/
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defaultPipeline: null,
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/**
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* [description]
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*
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* @name Phaser.GameObjects.Components.Pipeline#pipeline
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* @type {Phaser.Renderer.WebGL.WebGLPipeline}
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* @default null
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* @webglOnly
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* @since 3.0.0
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*/
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pipeline: null,
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/**
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* Sets the initial WebGL Pipeline of this Game Object.
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* This should only be called during the instantiation of the Game Object.
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*
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* @method Phaser.GameObjects.Components.Pipeline.initPipeline
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* @webglOnly
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* @since 3.0.0
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*
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* @param {string} pipelineName - The name of the pipeline to set on this Game Object.
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*
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* @return {boolean} `true` if the pipeline was set successfully, otherwise `false`.
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*/
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initPipeline: function (pipelineName)
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{
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var renderer = this.scene.sys.game.renderer;
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@ -19,6 +57,17 @@ var Pipeline = {
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return false;
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},
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/**
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* Sets the active WebGL Pipeline of this Game Object.
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*
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* @method Phaser.GameObjects.Components.Pipeline.setPipeline
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* @webglOnly
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* @since 3.0.0
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*
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* @param {string} pipelineName - The name of the pipeline to set on this Game Object.
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*
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* @return {boolean} `true` if the pipeline was set successfully, otherwise `false`.
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*/
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setPipeline: function (pipelineName)
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{
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var renderer = this.scene.sys.game.renderer;
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@ -32,12 +81,30 @@ var Pipeline = {
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return false;
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},
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/**
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* Resets the WebGL Pipeline of this Game Object back to the default it was created with.
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*
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* @method Phaser.GameObjects.Components.Pipeline.resetPipeline
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* @webglOnly
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* @since 3.0.0
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*
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* @return {boolean} `true` if the pipeline was set successfully, otherwise `false`.
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*/
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resetPipeline: function ()
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{
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this.pipeline = this.defaultPipeline;
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return (this.pipeline !== null);
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},
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/**
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* Gets the name of the WebGL Pipeline this Game Object is currently using.
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*
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* @method Phaser.GameObjects.Components.Pipeline.getPipelineName
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* @webglOnly
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* @since 3.0.0
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*
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* @return {string} The string-based name of the pipeline being used by this Game Object.
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*/
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getPipelineName: function ()
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{
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return this.pipeline.name;
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@ -1,11 +1,25 @@
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var ScaleModes = require('../../renderer/ScaleModes');
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// ScaleMode Component
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/**
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* Provides methods used for getting and setting the scale of a Game Object.
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*
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* @name Phaser.GameObjects.Components.ScaleMode
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* @mixin
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* @since 3.0.0
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*/
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var ScaleMode = {
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_scaleMode: ScaleModes.DEFAULT,
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/**
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* The Scale Mode being used by this Game Object.
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* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`.
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*
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* @name Phaser.GameObjects.Components.ScaleMode#scaleMode
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* @type {integer}
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* @since 3.0.0
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*/
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scaleMode: {
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get: function ()
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},
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/**
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* Sets the Scale Mode being used by this Game Object.
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* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`.
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*
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* @method Phaser.GameObjects.Components.ScaleMode.setScaleMode
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* @since 3.0.0
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*
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* @param {integer} value - The Scale Mode to be used by this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setScaleMode: function (value)
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{
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this.scaleMode = value;
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@ -1,8 +1,71 @@
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/**
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* Provides methods used for getting and setting the Scroll Factor of a Game Object.
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*
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* @name Phaser.GameObjects.Components.ScrollFactor
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* @mixin
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* @since 3.0.0
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*/
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var ScrollFactor = {
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/**
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* The horizontal scroll factor of this Game Object.
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*
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* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
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*
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* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
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* It does not change the Game Objects actual position values.
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*
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* A value of 1 means it will move exactly in sync with a camera.
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* A value of 0 means it will not move at all, even if the camera moves.
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* Other values control the degree to which the camera movement is mapped to this Game Object.
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*
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* @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorX
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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scrollFactorX: 1,
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/**
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* The vertical scroll factor of this Game Object.
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*
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* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
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*
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* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
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* It does not change the Game Objects actual position values.
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*
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* A value of 1 means it will move exactly in sync with a camera.
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* A value of 0 means it will not move at all, even if the camera moves.
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* Other values control the degree to which the camera movement is mapped to this Game Object.
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*
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* @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorY
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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scrollFactorY: 1,
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/**
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* Sets the scroll factor of this Game Object.
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*
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* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
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*
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* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
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* It does not change the Game Objects actual position values.
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*
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* A value of 1 means it will move exactly in sync with a camera.
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* A value of 0 means it will not move at all, even if the camera moves.
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* Other values control the degree to which the camera movement is mapped to this Game Object.
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*
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* @method Phaser.GameObjects.Components.ScrollFactor.setScrollFactor
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* @since 3.0.0
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*
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* @param {number} x - The horizontal scroll factor of this Game Object.
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* @param {number} [y] - The vertical scroll factor of this Game Object. If not set it will use the `x` value.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setScrollFactor: function (x, y)
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{
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if (y === undefined) { y = x; }
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