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Updated my files and the documentation checklist
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+83
-17
@@ -1,10 +1,16 @@
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/**
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* Phaser - Camera
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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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* @module Phaser.Camera
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*/
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/**
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*
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* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
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* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
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*
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* @class Phaser.Camera
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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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@@ -16,38 +22,60 @@
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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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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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this.world = game.world;
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this.id = 0; // reserved for future multiple camera set-ups
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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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/**
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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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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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* @type {Rectangle}
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* @public
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* @type {Phaser.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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* @public
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* @type {Phaser.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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* @type {Phaser.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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* @public
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* @default true
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* @type {bool}
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*/
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@@ -63,10 +91,17 @@ Phaser.Camera = function (game, id, x, y, width, height) {
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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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* @public
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* @type {Phaser.Sprite}
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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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this._edge = 0;
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};
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@@ -82,7 +117,7 @@ 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 target {Phaser.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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follow: function (target, style) {
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@@ -120,7 +155,7 @@ Phaser.Camera.prototype = {
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},
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/**
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* Move the camera focus to this location instantly.
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* Move the camera focus to a 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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@@ -237,11 +272,11 @@ 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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* 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 x {number} X position.
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* @param y {number} Y position.
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* @param width {number} the desired width.
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* @param height {number} the desired height.
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*/
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setSize: function (width, height) {
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@@ -254,10 +289,17 @@ Phaser.Camera.prototype = {
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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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@@ -267,10 +309,18 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
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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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@@ -280,10 +330,18 @@ Object.defineProperty(Phaser.Camera.prototype, "y", {
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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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@@ -292,10 +350,18 @@ Object.defineProperty(Phaser.Camera.prototype, "width", {
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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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