@@ -139,7 +139,7 @@ var Camera = new Class({
139139
140140 /**
141141 * The width of the Camera viewport, in pixels.
142- *
142+ *
143143 * The viewport is the area into which the Camera renders. Setting the viewport does
144144 * not restrict where the Camera can scroll to.
145145 *
@@ -151,7 +151,7 @@ var Camera = new Class({
151151
152152 /**
153153 * The height of the Camera viewport, in pixels.
154- *
154+ *
155155 * The viewport is the area into which the Camera renders. Setting the viewport does
156156 * not restrict where the Camera can scroll to.
157157 *
@@ -186,7 +186,7 @@ var Camera = new Class({
186186
187187 /**
188188 * Is this Camera using a bounds to restrict scrolling movement?
189- *
189+ *
190190 * Set this property along with the bounds via `Camera.setBounds`.
191191 *
192192 * @name Phaser.Cameras.Scene2D.Camera#useBounds
@@ -218,12 +218,12 @@ var Camera = new Class({
218218
219219 /**
220220 * The horizontal scroll position of this Camera.
221- *
221+ *
222222 * Change this value to cause the Camera to scroll around your Scene.
223- *
223+ *
224224 * Alternatively, setting the Camera to follow a Game Object, via the `startFollow` method,
225225 * will automatically adjust the Camera scroll values accordingly.
226- *
226+ *
227227 * You can set the bounds within which the Camera can scroll via the `setBounds` method.
228228 *
229229 * @name Phaser.Cameras.Scene2D.Camera#scrollX
@@ -235,12 +235,12 @@ var Camera = new Class({
235235
236236 /**
237237 * The vertical scroll position of this Camera.
238- *
238+ *
239239 * Change this value to cause the Camera to scroll around your Scene.
240- *
240+ *
241241 * Alternatively, setting the Camera to follow a Game Object, via the `startFollow` method,
242242 * will automatically adjust the Camera scroll values accordingly.
243- *
243+ *
244244 * You can set the bounds within which the Camera can scroll via the `setBounds` method.
245245 *
246246 * @name Phaser.Cameras.Scene2D.Camera#scrollY
@@ -252,13 +252,13 @@ var Camera = new Class({
252252
253253 /**
254254 * The Camera zoom value. Change this value to zoom in, or out of, a Scene.
255- *
255+ *
256256 * A value of 0.5 would zoom the Camera out, so you can now see twice as much
257257 * of the Scene as before. A value of 2 would zoom the Camera in, so every pixel
258258 * now takes up 2 pixels when rendered.
259- *
259+ *
260260 * Set to 1 to return to the default zoom level.
261- *
261+ *
262262 * Be careful to never set this value to zero.
263263 *
264264 * @name Phaser.Cameras.Scene2D.Camera#zoom
@@ -270,10 +270,10 @@ var Camera = new Class({
270270
271271 /**
272272 * The rotation of the Camera in radians.
273- *
273+ *
274274 * Camera rotation always takes place based on the Camera viewport. By default, rotation happens
275275 * in the center of the viewport. You can adjust this with the `originX` and `originY` properties.
276- *
276+ *
277277 * Rotation influences the rendering of _all_ Game Objects visible by this Camera. However, it does not
278278 * rotate the Camera viewport itself, which always remains an axis-aligned rectangle.
279279 *
@@ -365,7 +365,7 @@ var Camera = new Class({
365365
366366 /**
367367 * The Camera Zoom effect handler.
368- * To pan this camera see the `Camera.zoom` method.
368+ * To zoom this camera see the `Camera.zoom` method.
369369 *
370370 * @name Phaser.Cameras.Scene2D.Camera#zoomEffect
371371 * @type {Phaser.Cameras.Scene2D.Effects.Zoom }
@@ -426,11 +426,11 @@ var Camera = new Class({
426426
427427 /**
428428 * The mid-point of the Camera in 'world' coordinates.
429- *
429+ *
430430 * Use it to obtain exactly where in the world the center of the camera is currently looking.
431- *
431+ *
432432 * This value is updated in the preRender method, after the scroll values and follower
433- * have been processed.
433+ * have been processed.
434434 *
435435 * @name Phaser.Cameras.Scene2D.Camera#midPoint
436436 * @type {Phaser.Math.Vector2 }
@@ -441,12 +441,12 @@ var Camera = new Class({
441441
442442 /**
443443 * The horizontal origin of rotation for this Camera.
444- *
444+ *
445445 * By default the camera rotates around the center of the viewport.
446- *
446+ *
447447 * Changing the origin allows you to adjust the point in the viewport from which rotation happens.
448448 * A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.
449- *
449+ *
450450 * See `setOrigin` to set both origins in a single, chainable call.
451451 *
452452 * @name Phaser.Cameras.Scene2D.Camera#originX
@@ -458,12 +458,12 @@ var Camera = new Class({
458458
459459 /**
460460 * The vertical origin of rotation for this Camera.
461- *
461+ *
462462 * By default the camera rotates around the center of the viewport.
463- *
463+ *
464464 * Changing the origin allows you to adjust the point in the viewport from which rotation happens.
465465 * A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.
466- *
466+ *
467467 * See `setOrigin` to set both origins in a single, chainable call.
468468 *
469469 * @name Phaser.Cameras.Scene2D.Camera#originY
@@ -475,20 +475,20 @@ var Camera = new Class({
475475
476476 /**
477477 * The Camera dead zone.
478- *
478+ *
479479 * The deadzone is only used when the camera is following a target.
480- *
480+ *
481481 * It defines a rectangular region within which if the target is present, the camera will not scroll.
482482 * If the target moves outside of this area, the camera will begin scrolling in order to follow it.
483- *
483+ *
484484 * The `lerp` values that you can set for a follower target also apply when using a deadzone.
485- *
485+ *
486486 * You can directly set this property to be an instance of a Rectangle. Or, you can use the
487487 * `setDeadzone` method for a chainable approach.
488- *
488+ *
489489 * The rectangle you provide can have its dimensions adjusted dynamically, however, please
490490 * note that its position is updated every frame, as it is constantly re-centered on the cameras mid point.
491- *
491+ *
492492 * Calling `setDeadzone` with no arguments will reset an active deadzone, as will setting this property
493493 * to `null`.
494494 *
@@ -514,9 +514,9 @@ var Camera = new Class({
514514 * Sets the rotation origin of this Camera.
515515 *
516516 * The values are given in the range 0 to 1 and are only used when calculating Camera rotation.
517- *
517+ *
518518 * By default the camera rotates around the center of the viewport.
519- *
519+ *
520520 * Changing the origin allows you to adjust the point in the viewport from which rotation happens.
521521 * A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.
522522 *
@@ -541,23 +541,23 @@ var Camera = new Class({
541541
542542 /**
543543 * Sets the Camera dead zone.
544- *
544+ *
545545 * The deadzone is only used when the camera is following a target.
546- *
546+ *
547547 * It defines a rectangular region within which if the target is present, the camera will not scroll.
548548 * If the target moves outside of this area, the camera will begin scrolling in order to follow it.
549- *
549+ *
550550 * The deadzone rectangle is re-positioned every frame so that it is centered on the mid-point
551551 * of the camera. This allows you to use the object for additional game related checks, such as
552552 * testing if an object is within it or not via a Rectangle.contains call.
553- *
553+ *
554554 * The `lerp` values that you can set for a follower target also apply when using a deadzone.
555- *
555+ *
556556 * Calling this method with no arguments will reset an active deadzone.
557557 *
558558 * @method Phaser.Cameras.Scene2D.Camera#setDeadzone
559559 * @since 3.11.0
560- *
560+ *
561561 * @param {number } [width] - The width of the deadzone rectangle in pixels. If not specified the deadzone is removed.
562562 * @param {number } [height] - The height of the deadzone rectangle in pixels.
563563 *
@@ -590,7 +590,7 @@ var Camera = new Class({
590590 var fy = this . _follow . y - this . followOffset . y ;
591591
592592 this . midPoint . set ( fx , fy ) ;
593-
593+
594594 this . scrollX = fx - originX ;
595595 this . scrollY = fy - originY ;
596596 }
@@ -608,7 +608,7 @@ var Camera = new Class({
608608 *
609609 * @method Phaser.Cameras.Scene2D.Camera#getScroll
610610 * @since 3.11.0
611- *
611+ *
612612 * @param {number } x - The horizontal coordinate to center on.
613613 * @param {number } y - The vertical coordinate to center on.
614614 * @param {Phaser.Math.Vector2 } [out] - A Vec2 to store the values in. If not given a new Vec2 is created.
@@ -639,7 +639,7 @@ var Camera = new Class({
639639 *
640640 * @method Phaser.Cameras.Scene2D.Camera#centerOn
641641 * @since 3.11.0
642- *
642+ *
643643 * @param {number } x - The horizontal coordinate to center on.
644644 * @param {number } y - The vertical coordinate to center on.
645645 *
@@ -679,7 +679,7 @@ var Camera = new Class({
679679 var bounds = this . _bounds ;
680680 var originX = this . width * 0.5 ;
681681 var originY = this . height * 0.5 ;
682-
682+
683683 this . midPoint . set ( bounds . centerX , bounds . centerY ) ;
684684
685685 this . scrollX = bounds . centerX - originX ;
@@ -1149,7 +1149,7 @@ var Camera = new Class({
11491149 *
11501150 * @method Phaser.Cameras.Scene2D.Camera#clampX
11511151 * @since 3.11.0
1152- *
1152+ *
11531153 * @param {number } x - The value to horizontally scroll clamp.
11541154 *
11551155 * @return {number } The adjusted value to use as scrollX.
@@ -1181,7 +1181,7 @@ var Camera = new Class({
11811181 *
11821182 * @method Phaser.Cameras.Scene2D.Camera#clampY
11831183 * @since 3.11.0
1184- *
1184+ *
11851185 * @param {number } y - The value to vertically scroll clamp.
11861186 *
11871187 * @return {number } The adjusted value to use as scrollY.
@@ -1828,10 +1828,10 @@ var Camera = new Class({
18281828
18291829 /**
18301830 * The displayed width of the camera viewport, factoring in the camera zoom level.
1831- *
1831+ *
18321832 * If a camera has a viewport width of 800 and a zoom of 0.5 then its display width
18331833 * would be 1600, as it's displaying twice as many pixels as zoom level 1.
1834- *
1834+ *
18351835 * Equally, a camera with a width of 800 and zoom of 2 would have a display width
18361836 * of 400 pixels.
18371837 *
@@ -1851,10 +1851,10 @@ var Camera = new Class({
18511851
18521852 /**
18531853 * The displayed height of the camera viewport, factoring in the camera zoom level.
1854- *
1854+ *
18551855 * If a camera has a viewport height of 600 and a zoom of 0.5 then its display height
18561856 * would be 1200, as it's displaying twice as many pixels as zoom level 1.
1857- *
1857+ *
18581858 * Equally, a camera with a height of 600 and zoom of 2 would have a display height
18591859 * of 300 pixels.
18601860 *
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