mirror of
https://github.com/photonstorm/phaser
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101 lines
4.1 KiB
JavaScript
101 lines
4.1 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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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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* @namespace Phaser.GameObjects.Components.ScrollFactor
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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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* Please be aware that scroll factor values other than 1 are not taken in to consideration when
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* calculating physics collisions. Bodies always collide based on their world position, but changing
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* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
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* them from physics bodies if not accounted for in your code.
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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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* Please be aware that scroll factor values other than 1 are not taken in to consideration when
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* calculating physics collisions. Bodies always collide based on their world position, but changing
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* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
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* them from physics bodies if not accounted for in your code.
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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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* Please be aware that scroll factor values other than 1 are not taken in to consideration when
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* calculating physics collisions. Bodies always collide based on their world position, but changing
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* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
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* them from physics bodies if not accounted for in your code.
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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=x] - 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 {this} 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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this.scrollFactorX = x;
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this.scrollFactorY = y;
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return this;
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}
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};
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module.exports = ScrollFactor;
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