app/data/ct.release/camera.js
/**
     * This will align all non-UI layers in the game according to the camera's transforms.
     * This is automatically called internally, and you will hardly ever use it.
     * @returns {void}
     */
This will align all non-UI layers in the game according to the camera's transforms.
This is automatically called internally, and you will hardly ever use it.
@returns {void}
This will align all non - UI layers in the game according to the camera ' s transforms . This is automatically called internally and you will hardly ever use it . @returns { void }
manageStage() {
        const px = this.computedX,
              py = this.computedY,
              sx = 1 / (isNaN(this.scale.x)? 1 : this.scale.x),
              sy = 1 / (isNaN(this.scale.y)? 1 : this.scale.y);
        for (const item of ct.stage.children) {
            if (!item.isUi && item.pivot) {
                item.x = -this.width / 2;
                item.y = -this.height / 2;
                item.pivot.x = px;
                item.pivot.y = py;
                item.scale.x = sx;
                item.scale.y = sy;
                item.angle = -this.angle;
            }
        }
    }
manageStage ( ) { const px = this . computedX , py = this . computedY , sx = 1 / ( isNaN ( this . scale . x ) ? 1 : this . scale . x ) , sy = 1 / ( isNaN ( this . scale . y ) ? 1 : this . scale . y ) ; for ( const item of ct . stage . children ) { if ( ! item . isUi && item . pivot ) { item . x = - this . width / 2 ; item . y = - this . height / 2 ; item . pivot . x = px ; item . pivot . y = py ; item . scale . x = sx ; item . scale . y = sy ; item . angle = - this . angle ; } } }
This will align all non-UI layers in the game according to the camera's transforms.
This will align all non - UI layers in the game according to the camera ' s transforms .