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@@ -6,12 +6,12 @@
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*
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* @class Phaser.Camera
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* @constructor
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* @param game {Phaser.Game} game reference to the currently running game.
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* @param id {number} not being used at the moment, will be when Phaser supports multiple camera
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* @param x {number} position of the camera on the X axis
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* @param y {number} position of the camera on the Y axis
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* @param width {number} the width of the view rectangle
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* @param height {number} 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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@@ -26,36 +26,43 @@ Phaser.Camera = function (game, id, x, y, width, height) {
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/**
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* Camera view.
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* @property view
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* @type {Rectangle}
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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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* @type {Rectangle}
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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 {Rectangle}
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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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* @default true
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* @type {bool}
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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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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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* @type {Sprite}
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*/
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this.target = null;
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@@ -74,6 +81,7 @@ 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 target {Sprite} The object you want the camera to track. Set to null to not follow anything.
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* @param [style] {number} 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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@@ -113,6 +121,7 @@ Phaser.Camera.prototype = {
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/**
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* Move the camera focus to this location instantly.
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* @method focusOnXY
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* @param x {number} X position.
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* @param y {number} Y position.
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*/
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@@ -125,6 +134,7 @@ Phaser.Camera.prototype = {
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/**
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* Update focusing and scrolling.
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* @method update
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*/
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update: function () {
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@@ -172,6 +182,10 @@ 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 checkWorldBounds
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*/
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checkWorldBounds: function () {
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this.atLimit.x = false;
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@@ -206,6 +220,14 @@ Phaser.Camera.prototype = {
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},
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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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*
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* @method setPosition
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* @param x {number} X position.
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* @param y {number} Y position.
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*/
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setPosition: function (x, y) {
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this.view.x = x;
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@@ -214,6 +236,13 @@ Phaser.Camera.prototype = {
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},
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/**
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* Sets the size of the view rectangle
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*
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* @method setSize
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* @param x {number} X position.
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* @param y {number} Y position.
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*/
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setSize: function (width, height) {
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this.view.width = width;
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