phaser/v3/src/physics/matter-js/Factory.js

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2017-11-20 16:54:26 +00:00
// var MatterImage = require('./MatterImage');
// var MatterSprite = require('./MatterSprite');
var Class = require('../../utils/Class');
// var CONST = require('./const');
// var PhysicsGroup = require('./PhysicsGroup');
// var StaticPhysicsGroup = require('./StaticPhysicsGroup');
// When registering a factory function 'this' refers to the GameObjectFactory context.
//
// There are several properties available to use:
//
// this.scene - a reference to the Scene that owns the GameObjectFactory
// this.displayList - a reference to the Display List the Scene owns
// this.updateList - a reference to the Update List the Scene owns
var Factory = new Class({
initialize:
function Factory (world)
{
this.world = world;
this.scene = world.scene;
this.sys = world.scene.sys;
// this.displayList = this.sys.
// this.displayList = sys.displayList;
// this.updateList = sys.updateList;
},
/*
collider: function (object1, object2, collideCallback, processCallback, callbackContext)
{
return this.world.addCollider(object1, object2, collideCallback, processCallback, callbackContext);
},
overlap: function (object1, object2, collideCallback, processCallback, callbackContext)
{
return this.world.addOverlap(object1, object2, collideCallback, processCallback, callbackContext);
},
staticImage: function (x, y, key, frame)
{
var image = new ArcadeImage(this.scene, x, y, key, frame);
this.sys.displayList.add(image);
this.world.enableBody(image, CONST.STATIC_BODY);
return image;
},
image: function (x, y, key, frame)
{
var image = new ArcadeImage(this.scene, x, y, key, frame);
this.sys.displayList.add(image);
this.world.enableBody(image, CONST.DYNAMIC_BODY);
return image;
},
staticSprite: function (x, y, key, frame)
{
var sprite = new ArcadeSprite(this.scene, x, y, key, frame);
this.sys.displayList.add(sprite);
this.sys.updateList.add(sprite);
this.world.enableBody(sprite, CONST.STATIC_BODY);
return sprite;
},
sprite: function (x, y, key, frame)
{
var sprite = new ArcadeSprite(this.scene, x, y, key, frame);
this.sys.displayList.add(sprite);
this.sys.updateList.add(sprite);
this.world.enableBody(sprite, CONST.DYNAMIC_BODY);
return sprite;
},
staticGroup: function (children, config)
{
return this.sys.updateList.add(new StaticPhysicsGroup(this.world, this.world.scene, children, config));
},
group: function (children, config)
{
return this.sys.updateList.add(new PhysicsGroup(this.world, this.world.scene, children, config));
}
*/
});
module.exports = Factory;