You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
* You can set the follow type and a linear interpolation value.
273
273
* Use low lerp values (such as 0.1) to automatically smooth the camera motion.
274
-
*
274
+
*
275
275
* 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.
276
276
* This can be disabled by setting `game.renderer.renderSession.roundPixels = true` to force full pixel rendering.
277
-
*
277
+
*
278
278
* @method Phaser.Camera#follow
279
279
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
280
280
* @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().
@@ -439,7 +439,7 @@ Phaser.Camera.prototype = {
439
439
},
440
440
441
441
/**
442
-
* This creates a camera fade effect. It works by filling the game with the
442
+
* This creates a camera fade effect. It works by filling the game with the
443
443
* color specified, over the duration given, ending with a solid fill.
444
444
*
445
445
* You can use this for things such as transitioning to a new scene.
0 commit comments