phaser/src/gameobjects/blitter/BlitterCreator.js

45 lines
1.5 KiB
JavaScript
Raw Normal View History

2018-02-12 16:01:20 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
2020-01-15 12:07:09 +00:00
* @copyright 2020 Photon Storm Ltd.
2019-05-10 15:15:04 +00:00
* @license {@link https://opensource.org/licenses/MIT|MIT License}
2018-02-12 16:01:20 +00:00
*/
var Blitter = require('./Blitter');
var BuildGameObject = require('../BuildGameObject');
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
2018-02-01 05:48:56 +00:00
/**
* Creates a new Blitter Game Object and returns it.
*
* Note: This method will only be available if the Blitter Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#blitter
* @since 3.0.0
*
* @param {Phaser.Types.GameObjects.Sprite.SpriteConfig} config - The configuration object this Game Object will use to create itself.
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
2018-02-01 05:48:56 +00:00
*
* @return {Phaser.GameObjects.Blitter} The Game Object that was created.
*/
GameObjectCreator.register('blitter', function (config, addToScene)
{
if (config === undefined) { config = {}; }
var key = GetAdvancedValue(config, 'key', null);
var frame = GetAdvancedValue(config, 'frame', null);
var blitter = new Blitter(this.scene, 0, 0, key, frame);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, blitter, config);
return blitter;
});
2018-02-01 05:48:56 +00:00
// When registering a factory function 'this' refers to the GameObjectCreator context.