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Adding docs.
This commit is contained in:
+81
-108
@@ -1,7 +1,7 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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* @module Phaser.Camera
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*/
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@@ -12,95 +12,71 @@
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*
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* @class Camera
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* @constructor
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* @param {Phaser.Game} game game reference to the currently running game.
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* @param {number} id not being used at the moment, will be when Phaser supports multiple camera
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* @param {number} x position of the camera on the X axis
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* @param {number} y position of the camera on the Y axis
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* @param {number} width the width of the view rectangle
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* @param {number} height the height of the view rectangle
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
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* @param {number} x - Position of the camera on the X axis
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* @param {number} y - Position of the camera on the Y axis
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* @param {number} width - The width of the view rectangle
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* @param {number} height - The height of the view rectangle
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*/
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Phaser.Camera = function (game, id, x, y, width, height) {
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/**
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* A reference to the currently running Game.
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* @property game
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* @public
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* @type {Phaser.Game}
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*/
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* A reference to the game world
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* @property world
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* @public
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* @type {Phaser.World}
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*/
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/**
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* @property {Phaser.World} world - A reference to the game world.
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*/
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this.world = game.world;
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/**
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* reserved for future multiple camera set-ups
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* @property id
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* @public
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* @type {number}
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*/
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/**
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* @property {number} id - Reserved for future multiple camera set-ups.
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* @default
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*/
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this.id = 0;
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/**
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* Camera view.
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* The view into the world we wish to render (by default the game dimensions)
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render
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* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?)
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* @property view
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* @public
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* @type {Phaser.Rectangle}
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*/
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/**
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* Camera view.
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* The view into the world we wish to render (by default the game dimensions).
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
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* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?).
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* @property {Phaser.Rectangle} view
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*/
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this.view = new Phaser.Rectangle(x, y, width, height);
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/**
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* Used by Sprites to work out Camera culling.
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* @property screenView
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* @public
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* @type {Phaser.Rectangle}
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*/
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* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
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*/
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this.screenView = new Phaser.Rectangle(x, y, width, height);
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/**
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* Sprite moving inside this Rectangle will not cause camera moving.
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* @property deadzone
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* @type {Phaser.Rectangle}
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*/
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
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*/
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this.deadzone = null;
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/**
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* Whether this camera is visible or not. (default is true)
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* @property visible
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* @public
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* @default true
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* @type {bool}
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*/
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/**
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* @property {bool} visible - Whether this camera is visible or not.
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* @default
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*/
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this.visible = true;
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/**
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* Whether this camera is flush with the World Bounds or not.
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* @property atLimit
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* @type {bool}
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/**
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* @property {bool} atLimit - Whether this camera is flush with the World Bounds or not.
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*/
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this.atLimit = { x: false, y: false };
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/**
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* If the camera is tracking a Sprite, this is a reference to it, otherwise null
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* @property target
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* @public
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* @type {Phaser.Sprite}
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/**
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* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
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* @default
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*/
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this.target = null;
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/**
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* Edge property
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* @property edge
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* @private
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* @type {number}
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/**
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* @property {number} edge - Edge property. Description.
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* @default
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*/
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this._edge = 0;
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@@ -117,7 +93,7 @@ Phaser.Camera.prototype = {
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/**
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* Tells this camera which sprite to follow.
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* @method follow
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* @param {Phaser.Sprite} target The object you want the camera to track. Set to null to not follow anything.
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* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
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* @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().
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*/
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follow: function (target, style) {
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@@ -157,8 +133,8 @@ Phaser.Camera.prototype = {
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/**
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* Move the camera focus to a location instantly.
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* @method focusOnXY
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* @param {number} x X position.
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* @param {number} y Y position.
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* @param {number} x - X position.
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* @param {number} y - Y position.
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*/
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focusOnXY: function (x, y) {
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@@ -218,7 +194,7 @@ Phaser.Camera.prototype = {
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},
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/**
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* Method called to ensure the camera doesn't venture outside of the game world
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* Method called to ensure the camera doesn't venture outside of the game world.
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* @method checkWorldBounds
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*/
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checkWorldBounds: function () {
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@@ -257,11 +233,11 @@ Phaser.Camera.prototype = {
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/**
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* A helper function to set both the X and Y properties of the camera at once
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* without having to use game.camera.x and game.camera.y
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* without having to use game.camera.x and game.camera.y.
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*
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* @method setPosition
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* @param {number} x X position.
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* @param {number} y Y position.
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* @param {number} x - X position.
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* @param {number} y - Y position.
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*/
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setPosition: function (x, y) {
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@@ -272,11 +248,11 @@ Phaser.Camera.prototype = {
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},
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/**
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* Sets the size of the view rectangle given the width and height in parameters
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* Sets the size of the view rectangle given the width and height in parameters.
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*
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* @method setSize
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* @param {number} width The desired width.
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* @param {number} height The desired height.
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* @param {number} width - The desired width.
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* @param {number} height - The desired height.
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*/
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setSize: function (width, height) {
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@@ -287,19 +263,19 @@ Phaser.Camera.prototype = {
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};
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/**
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* Get
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* @return {number} The x position.
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*//**
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* Sets the camera's x position and clamp it if it's outside the world bounds.
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* @param {number} value - The x position.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "x", {
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/**
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* @method x
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* @return {Number} The x position
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*/
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get: function () {
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return this.view.x;
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},
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/**
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* @method x
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* @return {Number} Sets the camera's x position and clamp it if it's outside the world bounds
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*/
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set: function (value) {
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this.view.x = value;
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this.checkWorldBounds();
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@@ -307,20 +283,19 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
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});
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/**
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* Get
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* @return {number} The y position.
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*//**
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* Sets the camera's y position and clamp it if it's outside the world bounds.
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* @param {number} value - The y position.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "y", {
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/**
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* @method y
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* @return {Number} The y position
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*/
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get: function () {
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return this.view.y;
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},
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/**
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* @method y
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* @return {Number} Sets the camera's y position and clamp it if it's outside the world bounds
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*/
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set: function (value) {
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this.view.y = value;
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this.checkWorldBounds();
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@@ -328,40 +303,38 @@ Object.defineProperty(Phaser.Camera.prototype, "y", {
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});
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/**
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* Returns the width of the view rectangle, in pixels.
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* @return {number} The width of the view rectangle, in pixels.
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*//**
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* Sets the width of the view rectangle.
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* @param {number} value - Width of the view rectangle.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "width", {
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/**
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* @method width
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* @return {Number} The width of the view rectangle, in pixels
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*/
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get: function () {
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return this.view.width;
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},
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/**
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* @method width
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* @return {Number} Sets the width of the view rectangle
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*/
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set: function (value) {
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this.view.width = value;
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}
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});
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/**
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* Returns the height of the view rectangle, in pixels.
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* @return {number} The height of the view rectangle, in pixels.
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*//**
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* Sets the height of the view rectangle.
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* @param {number} value - Height of the view rectangle.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "height", {
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/**
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* @method height
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* @return {Number} The height of the view rectangle, in pixels
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*/
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get: function () {
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return this.view.height;
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},
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/**
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* @method height
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* @return {Number} Sets the height of the view rectangle
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*/
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set: function (value) {
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this.view.height = value;
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}
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