2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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2020-01-15 12:07:09 +00:00
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* @copyright 2020 Photon Storm Ltd.
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2019-05-10 15:15:04 +00:00
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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2018-02-12 16:01:20 +00:00
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*/
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2017-01-22 22:54:06 +00:00
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var Blitter = require('./Blitter');
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2018-01-16 22:28:29 +00:00
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var GameObjectFactory = require('../GameObjectFactory');
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2017-01-22 22:54:06 +00:00
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2018-02-01 05:48:56 +00:00
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/**
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* Creates a new Blitter Game Object and adds it to the Scene.
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*
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* Note: This method will only be available if the Blitter Game Object has been built into Phaser.
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*
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* @method Phaser.GameObjects.GameObjectFactory#blitter
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* @since 3.0.0
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*
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* @param {number} x - The x position of the Game Object.
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* @param {number} y - The y position of the Game Object.
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* @param {string} key - The key of the Texture the Blitter object will use.
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2018-03-20 14:56:31 +00:00
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* @param {(string|integer)} [frame] - The default Frame children of the Blitter will use.
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2018-02-01 05:48:56 +00:00
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*
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* @return {Phaser.GameObjects.Blitter} The Game Object that was created.
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*/
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GameObjectFactory.register('blitter', function (x, y, key, frame)
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{
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return this.displayList.add(new Blitter(this.scene, x, y, key, frame));
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});
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2017-09-14 00:32:10 +00:00
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// When registering a factory function 'this' refers to the GameObjectFactory context.
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//
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// There are several properties available to use:
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//
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// this.scene - a reference to the Scene that owns the GameObjectFactory
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// this.displayList - a reference to the Display List the Scene owns
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// this.updateList - a reference to the Update List the Scene owns
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