diff --git a/src/RenderWebGL.js b/src/RenderWebGL.js index 88344c8..ce64f6a 100644 --- a/src/RenderWebGL.js +++ b/src/RenderWebGL.js @@ -739,7 +739,8 @@ class RenderWebGL extends EventEmitter { /** * Update the position object's x & y members to keep the drawable fenced in view. * @param {int} drawableID - The ID of the Drawable to update. - * @param {object} position - An object with x & y members to be fenced - These values are updated in the object to become fenced + * @param {object} position - An object with x & y members to be fenced + * - These values are updated in the object to become fenced */ getFencedPositionOfDrawable (drawableID, position) { const drawable = this._allDrawables[drawableID]; @@ -753,7 +754,8 @@ class RenderWebGL extends EventEmitter { const aabb = drawable.getFastBounds(); - // This is my best guess at the fencing in Scratch 2, but I suspect it may need further work to be precisely the same? + // This is my best guess at the fencing in Scratch 2, + // but I suspect it may need further work to be precisely the same? const sx = this._xRight - Math.min(15, Math.floor((aabb.right - aabb.left) / 2)); if (aabb.right + dx < -sx) { position.x = drawable._position[0] - (sx + aabb.right);