Phaser Class: FixedToCamera

## Phaser.Component. FixedToCamera

#### new FixedToCamera()

  The FixedToCamera component enables a Game Object to be rendered relative to the game camera coordinates, regardless
  of where in the world the camera is. This is used for things like sticking game UI to the camera that scrolls as it moves around the world.

  Source - gameobjects/components/FixedToCamera.js, line 13

### Members

#### cameraOffset :Phaser.Point

  The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if `fixedToCamera` is true.

  The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.

  Source - gameobjects/components/FixedToCamera.js, line 86

#### fixedToCamera :boolean

  A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.

  The values are adjusted at the rendering stage, overriding the Game Objects actual world position.

  The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world
  the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times
  regardless where in the world the camera is.

  The offsets are stored in the `cameraOffset` property.

  Note that the `cameraOffset` values are in addition to any parent of this Game Object on the display list.

  Be careful not to set `fixedToCamera` on Game Objects which are in Groups that already have `fixedToCamera` enabled on them.

  Source - gameobjects/components/FixedToCamera.js, line 56

### Methods

#### <static> postUpdate()

  The FixedToCamera component postUpdate handler.
  Called automatically by the Game Object.

  Source - gameobjects/components/FixedToCamera.js, line 21