Merge pull request #2904 from embair/patch-1

Clarification of fixedToCamera semantics
This commit is contained in:
Richard Davey 2016-12-05 23:18:00 +00:00 committed by GitHub
commit f3f6c98896

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@ -37,7 +37,8 @@ Phaser.Component.FixedToCamera.prototype = {
_fixedToCamera: false,
/**
* A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.
* A Game Object that is "fixed" to the camera is rendered at a given x/y offsets from the top left of the camera. The offsets
* are stored in the `cameraOffset` property, which is initialized with the current object coordinates.
*
* The values are adjusted at the rendering stage, overriding the Game Objects actual world position.
*
@ -45,8 +46,6 @@ Phaser.Component.FixedToCamera.prototype = {
* the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times
* regardless where in the world the camera is.
*
* The offsets are stored in the `cameraOffset` property.
*
* Note that the `cameraOffset` values are in addition to any parent of this Game Object on the display list.
*
* Be careful not to set `fixedToCamera` on Game Objects which are in Groups that already have `fixedToCamera` enabled on them.