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ScrollFactor.js
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ScrollFactor.js
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Provides methods used for getting and setting the Scroll Factor of a Game Object.
*
* @namespace Phaser.GameObjects.Components.ScrollFactor
* @since 3.0.0
*/
var ScrollFactor = {
/**
* The horizontal scroll factor of this Game Object.
*
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
*
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
* It does not change the Game Objects actual position values.
*
* A value of 1 means it will move exactly in sync with a camera.
* A value of 0 means it will not move at all, even if the camera moves.
* Other values control the degree to which the camera movement is mapped to this Game Object.
*
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
* calculating physics collisions. Bodies always collide based on their world position, but changing
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
* them from physics bodies if not accounted for in your code.
*
* @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorX
* @type {number}
* @default 1
* @since 3.0.0
*/
scrollFactorX: 1,
/**
* The vertical scroll factor of this Game Object.
*
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
*
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
* It does not change the Game Objects actual position values.
*
* A value of 1 means it will move exactly in sync with a camera.
* A value of 0 means it will not move at all, even if the camera moves.
* Other values control the degree to which the camera movement is mapped to this Game Object.
*
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
* calculating physics collisions. Bodies always collide based on their world position, but changing
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
* them from physics bodies if not accounted for in your code.
*
* @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorY
* @type {number}
* @default 1
* @since 3.0.0
*/
scrollFactorY: 1,
/**
* Sets the scroll factor of this Game Object.
*
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
*
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
* It does not change the Game Objects actual position values.
*
* A value of 1 means it will move exactly in sync with a camera.
* A value of 0 means it will not move at all, even if the camera moves.
* Other values control the degree to which the camera movement is mapped to this Game Object.
*
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
* calculating physics collisions. Bodies always collide based on their world position, but changing
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
* them from physics bodies if not accounted for in your code.
*
* @method Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
* @since 3.0.0
*
* @param {number} x - The horizontal scroll factor of this Game Object.
* @param {number} [y=x] - The vertical scroll factor of this Game Object. If not set it will use the `x` value.
*
* @return {this} This Game Object instance.
*/
setScrollFactor: function (x, y)
{
if (y === undefined) { y = x; }
this.scrollFactorX = x;
this.scrollFactorY = y;
return this;
}
};
module.exports = ScrollFactor;