forked from phaserjs/phaser
-
Notifications
You must be signed in to change notification settings - Fork 0
/
GameObjectFactory.js.html
992 lines (754 loc) · 33.5 KB
/
GameObjectFactory.js.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: gameobjects/GameObjectFactory.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="Phaser.html">Phaser</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="Phaser.Animation.html">Animation</a>
</li>
<li>
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li>
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li>
<a href="Phaser.Button.html">Button</a>
</li>
<li>
<a href="Phaser.Cache.html">Cache</a>
</li>
<li>
<a href="Phaser.Camera.html">Camera</a>
</li>
<li>
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li>
<a href="Phaser.Circle.html">Circle</a>
</li>
<li>
<a href="Phaser.Color.html">Color</a>
</li>
<li>
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
<li>
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li>
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li>
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li>
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li>
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li>
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li>
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li>
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li>
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li>
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li>
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
<li>
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li>
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li>
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li>
<a href="Phaser.GamepadButton.html">GamepadButton</a>
</li>
<li>
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li>
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Image.html">Image</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li>
<a href="Phaser.Key.html">Key</a>
</li>
<li>
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li>
<a href="Phaser.Line.html">Line</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li>
<a href="Phaser.Loader.html">Loader</a>
</li>
<li>
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li>
<a href="Phaser.Math.html">Math</a>
</li>
<li>
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li>
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li>
<a href="Phaser.Net.html">Net</a>
</li>
<li>
<a href="Phaser.Particles.html">Particles</a>
</li>
<li>
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li>
<a href="Phaser.Physics.html">Physics</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.Ninja.html">Ninja</a>
</li>
<li>
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
</li>
<li>
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
</li>
<li>
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Physics.P2.html">P2</a>
</li>
<li>
<a href="Phaser.Physics.P2.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
</li>
<li>
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
</li>
<li>
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
</li>
<li>
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
</li>
<li>
<a href="Phaser.Physics.P2.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
</li>
<li>
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
</li>
<li>
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li>
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li>
<a href="Phaser.Point.html">Point</a>
</li>
<li>
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li>
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li>
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li>
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li>
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li>
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li>
<a href="Phaser.RetroFont.html">RetroFont</a>
</li>
<li>
<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
<li>
<a href="Phaser.Signal.html">Signal</a>
</li>
<li>
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li>
<a href="Phaser.Sound.html">Sound</a>
</li>
<li>
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li>
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
<li>
<a href="Phaser.State.html">State</a>
</li>
<li>
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li>
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li>
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
<li>
<a href="Phaser.Tween.html">Tween</a>
</li>
<li>
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li>
<a href="Phaser.Utils.html">Utils</a>
</li>
<li>
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li>
<a href="Phaser.World.html">World</a>
</li>
<li>
<a href="SignalBinding.html">SignalBinding</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: gameobjects/GameObjectFactory.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey <[email protected]>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Game Object Factory is a quick way to create all of the different sorts of core objects that Phaser uses.
*
* @class Phaser.GameObjectFactory
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.GameObjectFactory = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = this.game.world;
};
Phaser.GameObjectFactory.prototype = {
/**
* Adds an existing object to the game world.
* @method Phaser.GameObjectFactory#existing
* @param {*} object - An instance of Phaser.Sprite, Phaser.Button or any other display object..
* @return {*} The child that was added to the Group.
*/
existing: function (object) {
return this.world.add(object);
},
/**
* Create a new `Image` object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
*
* @method Phaser.GameObjectFactory#image
* @param {number} x - X position of the image.
* @param {number} y - Y position of the image.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @returns {Phaser.Sprite} the newly created sprite object.
*/
image: function (x, y, key, frame, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.Image(this.game, x, y, key, frame));
},
/**
* Create a new Sprite with specific position and sprite sheet key.
*
* @method Phaser.GameObjectFactory#sprite
* @param {number} x - X position of the new sprite.
* @param {number} y - Y position of the new sprite.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @returns {Phaser.Sprite} the newly created sprite object.
*/
sprite: function (x, y, key, frame, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.create(x, y, key, frame);
},
/**
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
*
* @method Phaser.GameObjectFactory#tween
* @param {object} obj - Object the tween will be run on.
* @return {Phaser.Tween} The newly created Phaser.Tween object.
*/
tween: function (obj) {
return this.game.tweens.create(obj);
},
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
* @method Phaser.GameObjectFactory#group
* @param {any} [parent] - The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default.
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @param {boolean} [enableBody=false] - If true all Sprites created with `Group.create` or `Group.createMulitple` will have a physics body created on them. Change the body type with physicsBodyType.
* @param {number} [physicsBodyType=0] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.
* @return {Phaser.Group} The newly created group.
*/
group: function (parent, name, addToStage, enableBody, physicsBodyType) {
return new Phaser.Group(this.game, parent, name, addToStage, enableBody, physicsBodyType);
},
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
* A Physics Group is the same as an ordinary Group except that is has enableBody turned on by default, so any Sprites it creates
* are automatically given a physics body.
*
* @method Phaser.GameObjectFactory#group
* @param {number} [physicsBodyType=Phaser.Physics.ARCADE] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.
* @param {any} [parent] - The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default.
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @return {Phaser.Group} The newly created group.
*/
physicsGroup: function (physicsBodyType, parent, name, addToStage) {
return new Phaser.Group(this.game, parent, name, addToStage, true, physicsBodyType);
},
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
* @method Phaser.GameObjectFactory#spriteBatch
* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @return {Phaser.Group} The newly created group.
*/
spriteBatch: function (parent, name, addToStage) {
if (typeof name === 'undefined') { name = 'group'; }
if (typeof addToStage === 'undefined') { addToStage = false; }
return new Phaser.SpriteBatch(this.game, parent, name, addToStage);
},
/**
* Creates a new Sound object.
*
* @method Phaser.GameObjectFactory#audio
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} [volume=1] - The volume at which the sound will be played.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The newly created text object.
*/
audio: function (key, volume, loop, connect) {
return this.game.sound.add(key, volume, loop, connect);
},
/**
* Creates a new Sound object.
*
* @method Phaser.GameObjectFactory#sound
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} [volume=1] - The volume at which the sound will be played.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The newly created text object.
*/
sound: function (key, volume, loop, connect) {
return this.game.sound.add(key, volume, loop, connect);
},
/**
* Creates a new TileSprite object.
*
* @method Phaser.GameObjectFactory#tileSprite
* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
* @param {number} width - The width of the TileSprite.
* @param {number} height - The height of the TileSprite.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.TileSprite} The newly created tileSprite object.
*/
tileSprite: function (x, y, width, height, key, frame, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
},
/**
* Creates a new Text object.
*
* @method Phaser.GameObjectFactory#text
* @param {number} x - X position of the new text object.
* @param {number} y - Y position of the new text object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.Text} The newly created text object.
*/
text: function (x, y, text, style, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.Text(this.game, x, y, text, style));
},
/**
* Creates a new Button object.
*
* @method Phaser.GameObjectFactory#button
* @param {number} [x] X position of the new button object.
* @param {number} [y] Y position of the new button object.
* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
* @param {function} [callback] The function to call when this button is pressed
* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [upFrame] This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.Button} The newly created button object.
*/
button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame));
},
/**
* Creates a new Graphics object.
*
* @method Phaser.GameObjectFactory#graphics
* @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.Graphics} The newly created graphics object.
*/
graphics: function (x, y, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.Graphics(this.game, x, y));
},
/**
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
* continuous effects like rain and fire. All it really does is launch Particle objects out
* at set intervals, and fixes their positions and velocities accorindgly.
*
* @method Phaser.GameObjectFactory#emitter
* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
* @param {number} [maxParticles=50] - The total number of particles in this emitter.
* @return {Phaser.Emitter} The newly created emitter object.
*/
emitter: function (x, y, maxParticles) {
return this.game.particles.add(new Phaser.Particles.Arcade.Emitter(this.game, x, y, maxParticles));
},
/**
* Create a new RetroFont object to be used as a texture for an Image or Sprite and optionally add it to the Cache.
* A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.
* If you need variable width character support then use a BitmapText object instead. The main difference between a RetroFont and a BitmapText
* is that a RetroFont creates a single texture that you can apply to a game object, where-as a BitmapText creates one Sprite object per letter of text.
* The texture can be asssigned or one or multiple images/sprites, but note that the text the RetroFont uses will be shared across them all,
* i.e. if you need each Image to have different text in it, then you need to create multiple RetroFont objects.
*
* @method Phaser.GameObjectFactory#retroFont
* @param {string} font - The key of the image in the Game.Cache that the RetroFont will use.
* @param {number} characterWidth - The width of each character in the font set.
* @param {number} characterHeight - The height of each character in the font set.
* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
* @param {number} charsPerRow - The number of characters per row in the font set.
* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
* @return {Phaser.RetroFont} The newly created RetroFont texture which can be applied to an Image or Sprite.
*/
retroFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
return new Phaser.RetroFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);
},
/**
* Create a new BitmapText object.
*
* @method Phaser.GameObjectFactory#bitmapText
* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
* @param {string} font - The key of the BitmapText font as stored in Game.Cache.
* @param {string} [text] - The actual text that will be rendered. Can be set later via BitmapText.text.
* @param {number} [size] - The size the font will be rendered in, in pixels.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.BitmapText} The newly created bitmapText object.
*/
bitmapText: function (x, y, font, text, size, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.BitmapText(this.game, x, y, font, text, size));
},
/**
* Creates a new Phaser.Tilemap object. The map can either be populated with data from a Tiled JSON file or from a CSV file.
* To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.
* When using CSV data you must provide the key and the tileWidth and tileHeight parameters.
* If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use `Tilemap.create` or pass the map and tile dimensions here.
* Note that all Tilemaps use a base tile size to calculate dimensions from, but that a TilemapLayer may have its own unique tile size that overrides it.
*
* @method Phaser.GameObjectFactory#tilemap
* @param {string} [key] - The key of the tilemap data as stored in the Cache. If you're creating a blank map either leave this parameter out or pass `null`.
* @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
* @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
* @param {number} [width=10] - The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.
* @param {number} [height=10] - The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.
* @return {Phaser.Tilemap} The newly created tilemap object.
*/
tilemap: function (key, tileWidth, tileHeight, width, height) {
return new Phaser.Tilemap(this.game, key, tileWidth, tileHeight, width, height);
},
/**
* A dynamic initially blank canvas to which images can be drawn.
*
* @method Phaser.GameObjectFactory#renderTexture
* @param {number} [width=100] - the width of the RenderTexture.
* @param {number} [height=100] - the height of the RenderTexture.
* @param {string} [key=''] - Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)
* @return {Phaser.RenderTexture} The newly created RenderTexture object.
*/
renderTexture: function (width, height, key, addToCache) {
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
if (typeof addToCache === 'undefined') { addToCache = false; }
var texture = new Phaser.RenderTexture(this.game, width, height, key);
if (addToCache)
{
this.game.cache.addRenderTexture(key, texture);
}
return texture;
},
/**
* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
*
* @method Phaser.GameObjectFactory#bitmapData
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
* @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)
* @return {Phaser.BitmapData} The newly created BitmapData object.
*/
bitmapData: function (width, height, key, addToCache) {
if (typeof addToCache === 'undefined') { addToCache = false; }
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
var texture = new Phaser.BitmapData(this.game, key, width, height);
if (addToCache)
{
this.game.cache.addBitmapData(key, texture);
}
return texture;
},
/**
* A WebGL shader/filter that can be applied to Sprites.
*
* @method Phaser.GameObjectFactory#filter
* @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.
* @param {any} - Whatever parameters are needed to be passed to the filter init function.
* @return {Phaser.Filter} The newly created Phaser.Filter object.
*/
filter: function (filter) {
var args = Array.prototype.splice.call(arguments, 1);
var filter = new Phaser.Filter[filter](this.game);
filter.init.apply(filter, args);
return filter;
}
};
Phaser.GameObjectFactory.prototype.constructor = Phaser.GameObjectFactory;
</pre>
</article>
</section>
</div>
<div class="clearfix"></div>
<footer>
<span class="copyright">
Phaser Copyright © 2012-2014 Photon Storm Ltd.
</span>
<br />
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Fri Mar 28 2014 01:41:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
<br clear="both">
</div>
</div>
<script src="scripts/sunlight.js"></script>
<script src="scripts/sunlight.javascript.js"></script>
<script src="scripts/sunlight-plugin.doclinks.js"></script>
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
<script src="scripts/sunlight-plugin.menu.js"></script>
<script src="scripts/jquery.min.js"></script>
<script src="scripts/jquery.scrollTo.js"></script>
<script src="scripts/jquery.localScroll.js"></script>
<script src="scripts/bootstrap-dropdown.js"></script>
<script src="scripts/toc.js"></script>
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
<script>
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
</script>
</body>
</html>