@@ -34,10 +34,10 @@ var Vector2 = require('../../math/Vector2');
3434 *
3535 * By default a Camera will render all Game Objects it can see. You can change this using the `ignore` method,
3636 * allowing you to filter Game Objects out on a per-Camera basis.
37- *
37+ *
3838 * The Base Camera is extended by the Camera class, which adds in special effects including Fade,
3939 * Flash and Camera Shake, as well as the ability to follow Game Objects.
40- *
40+ *
4141 * The Base Camera was introduced in Phaser 3.12. It was split off from the Camera class, to allow
4242 * you to isolate special effects as needed. Therefore the 'since' values for properties of this class relate
4343 * to when they were added to the Camera class.
@@ -46,7 +46,7 @@ var Vector2 = require('../../math/Vector2');
4646 * @memberof Phaser.Cameras.Scene2D
4747 * @constructor
4848 * @since 3.12.0
49- *
49+ *
5050 * @extends Phaser.Events.EventEmitter
5151 * @extends Phaser.GameObjects.Components.Alpha
5252 * @extends Phaser.GameObjects.Components.Visible
@@ -133,19 +133,6 @@ var BaseCamera = new Class({
133133 */
134134 this . name = '' ;
135135
136- /**
137- * This property is un-used in v3.16.
138- *
139- * The resolution of the Game, used in most Camera calculations.
140- *
141- * @name Phaser.Cameras.Scene2D.BaseCamera#resolution
142- * @type {number }
143- * @readonly
144- * @deprecated
145- * @since 3.12.0
146- */
147- this . resolution = 1 ;
148-
149136 /**
150137 * Should this camera round its pixel values to integers?
151138 *
@@ -195,9 +182,9 @@ var BaseCamera = new Class({
195182
196183 /**
197184 * Is this Camera dirty?
198- *
185+ *
199186 * A dirty Camera has had either its viewport size, bounds, scroll, rotation or zoom levels changed since the last frame.
200- *
187+ *
201188 * This flag is cleared during the `postRenderCamera` method of the renderer.
202189 *
203190 * @name Phaser.Cameras.Scene2D.BaseCamera#dirty
@@ -231,46 +218,6 @@ var BaseCamera = new Class({
231218 */
232219 this . _y = y ;
233220
234- /**
235- * Internal Camera X value multiplied by the resolution.
236- *
237- * @name Phaser.Cameras.Scene2D.BaseCamera#_cx
238- * @type {number }
239- * @private
240- * @since 3.12.0
241- */
242- this . _cx = 0 ;
243-
244- /**
245- * Internal Camera Y value multiplied by the resolution.
246- *
247- * @name Phaser.Cameras.Scene2D.BaseCamera#_cy
248- * @type {number }
249- * @private
250- * @since 3.12.0
251- */
252- this . _cy = 0 ;
253-
254- /**
255- * Internal Camera Width value multiplied by the resolution.
256- *
257- * @name Phaser.Cameras.Scene2D.BaseCamera#_cw
258- * @type {number }
259- * @private
260- * @since 3.12.0
261- */
262- this . _cw = 0 ;
263-
264- /**
265- * Internal Camera Height value multiplied by the resolution.
266- *
267- * @name Phaser.Cameras.Scene2D.BaseCamera#_ch
268- * @type {number }
269- * @private
270- * @since 3.12.0
271- */
272- this . _ch = 0 ;
273-
274221 /**
275222 * The width of the Camera viewport, in pixels.
276223 *
@@ -513,7 +460,7 @@ var BaseCamera = new Class({
513460
514461 /**
515462 * The Camera that this Camera uses for translation during masking.
516- *
463+ *
517464 * If the mask is fixed in position this will be a reference to
518465 * the CameraManager.default instance. Otherwise, it'll be a reference
519466 * to itself.
@@ -847,18 +794,16 @@ var BaseCamera = new Class({
847794 var s = Math . sin ( this . rotation ) ;
848795
849796 var zoom = this . zoom ;
850- var res = this . resolution ;
851797
852798 var scrollX = this . scrollX ;
853799 var scrollY = this . scrollY ;
854800
855- // Works for zoom of 1 with any resolution, but resolution > 1 and zoom !== 1 breaks
856801 var sx = x + ( ( scrollX * c - scrollY * s ) * zoom ) ;
857802 var sy = y + ( ( scrollX * s + scrollY * c ) * zoom ) ;
858803
859804 // Apply transform to point
860- output . x = ( sx * ima + sy * imc ) * res + ime ;
861- output . y = ( sx * imb + sy * imd ) * res + imf ;
805+ output . x = ( sx * ima + sy * imc ) + ime ;
806+ output . y = ( sx * imb + sy * imd ) + imf ;
862807
863808 return output ;
864809 } ,
@@ -910,18 +855,16 @@ var BaseCamera = new Class({
910855 * @method Phaser.Cameras.Scene2D.BaseCamera#preRender
911856 * @protected
912857 * @since 3.0.0
913- *
914- * @param {number } resolution - The game resolution, as set in the Scale Manager.
915858 */
916- preRender : function ( resolution )
859+ preRender : function ( )
917860 {
918861 var width = this . width ;
919862 var height = this . height ;
920863
921864 var halfWidth = width * 0.5 ;
922865 var halfHeight = height * 0.5 ;
923866
924- var zoom = this . zoom * resolution ;
867+ var zoom = this . zoom ;
925868 var matrix = this . matrix ;
926869
927870 var originX = width * this . originX ;
@@ -1104,15 +1047,15 @@ var BaseCamera = new Class({
11041047
11051048 /**
11061049 * Set the bounds of the Camera. The bounds are an axis-aligned rectangle.
1107- *
1050+ *
11081051 * The Camera bounds controls where the Camera can scroll to, stopping it from scrolling off the
11091052 * edges and into blank space. It does not limit the placement of Game Objects, or where
11101053 * the Camera viewport can be positioned.
1111- *
1054+ *
11121055 * Temporarily disable the bounds by changing the boolean `Camera.useBounds`.
1113- *
1056+ *
11141057 * Clear the bounds entirely by calling `Camera.removeBounds`.
1115- *
1058+ *
11161059 * If you set bounds that are smaller than the viewport it will stop the Camera from being
11171060 * able to scroll. The bounds can be positioned where-ever you wish. By default they are from
11181061 * 0x0 to the canvas width x height. This means that the coordinate 0x0 is the top left of
@@ -1156,9 +1099,9 @@ var BaseCamera = new Class({
11561099
11571100 /**
11581101 * Returns a rectangle containing the bounds of the Camera.
1159- *
1102+ *
11601103 * If the Camera does not have any bounds the rectangle will be empty.
1161- *
1104+ *
11621105 * The rectangle is a copy of the bounds, so is safe to modify.
11631106 *
11641107 * @method Phaser.Cameras.Scene2D.BaseCamera#getBounds
@@ -1245,7 +1188,7 @@ var BaseCamera = new Class({
12451188
12461189 /**
12471190 * Should the Camera round pixel values to whole integers when rendering Game Objects?
1248- *
1191+ *
12491192 * In some types of game, especially with pixel art, this is required to prevent sub-pixel aliasing.
12501193 *
12511194 * @method Phaser.Cameras.Scene2D.BaseCamera#setRoundPixels
@@ -1264,8 +1207,6 @@ var BaseCamera = new Class({
12641207
12651208 /**
12661209 * Sets the Scene the Camera is bound to.
1267- *
1268- * Also populates the `resolution` property and updates the internal size values.
12691210 *
12701211 * @method Phaser.Cameras.Scene2D.BaseCamera#setScene
12711212 * @since 3.0.0
@@ -1289,15 +1230,6 @@ var BaseCamera = new Class({
12891230 this . scaleManager = sys . scale ;
12901231 this . cameraManager = sys . cameras ;
12911232
1292- var res = this . scaleManager . resolution ;
1293-
1294- this . resolution = res ;
1295-
1296- this . _cx = this . _x * res ;
1297- this . _cy = this . _y * res ;
1298- this . _cw = this . _width * res ;
1299- this . _ch = this . _height * res ;
1300-
13011233 this . updateSystem ( ) ;
13021234
13031235 return this ;
@@ -1419,14 +1351,14 @@ var BaseCamera = new Class({
14191351 * Sets the mask to be applied to this Camera during rendering.
14201352 *
14211353 * The mask must have been previously created and can be either a GeometryMask or a BitmapMask.
1422- *
1354+ *
14231355 * Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.
14241356 *
14251357 * If a mask is already set on this Camera it will be immediately replaced.
1426- *
1358+ *
14271359 * Masks have no impact on physics or input detection. They are purely a rendering component
14281360 * that allows you to limit what is visible during the render pass.
1429- *
1361+ *
14301362 * Note: You cannot mask a Camera that has `renderToTexture` set.
14311363 *
14321364 * @method Phaser.Cameras.Scene2D.BaseCamera#setMask
@@ -1573,9 +1505,9 @@ var BaseCamera = new Class({
15731505 /**
15741506 * Destroys this Camera instance and its internal properties and references.
15751507 * Once destroyed you cannot use this Camera again, even if re-added to a Camera Manager.
1576- *
1508+ *
15771509 * This method is called automatically by `CameraManager.remove` if that methods `runDestroy` argument is `true`, which is the default.
1578- *
1510+ *
15791511 * Unless you have a specific reason otherwise, always use `CameraManager.remove` and allow it to handle the camera destruction,
15801512 * rather than calling this method directly.
15811513 *
@@ -1626,7 +1558,6 @@ var BaseCamera = new Class({
16261558 set : function ( value )
16271559 {
16281560 this . _x = value ;
1629- this . _cx = value * this . resolution ;
16301561 this . updateSystem ( ) ;
16311562 }
16321563
@@ -1651,7 +1582,6 @@ var BaseCamera = new Class({
16511582 set : function ( value )
16521583 {
16531584 this . _y = value ;
1654- this . _cy = value * this . resolution ;
16551585 this . updateSystem ( ) ;
16561586 }
16571587
@@ -1677,7 +1607,6 @@ var BaseCamera = new Class({
16771607 set : function ( value )
16781608 {
16791609 this . _width = value ;
1680- this . _cw = value * this . resolution ;
16811610 this . updateSystem ( ) ;
16821611 }
16831612
@@ -1703,7 +1632,6 @@ var BaseCamera = new Class({
17031632 set : function ( value )
17041633 {
17051634 this . _height = value ;
1706- this . _ch = value * this . resolution ;
17071635 this . updateSystem ( ) ;
17081636 }
17091637
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