mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 17:16:03 +00:00
104 lines
2.8 KiB
JavaScript
104 lines
2.8 KiB
JavaScript
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// var MatterImage = require('./MatterImage');
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// var MatterSprite = require('./MatterSprite');
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var Class = require('../../utils/Class');
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// var CONST = require('./const');
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// var PhysicsGroup = require('./PhysicsGroup');
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// var StaticPhysicsGroup = require('./StaticPhysicsGroup');
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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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var Factory = new Class({
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initialize:
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function Factory (world)
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{
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this.world = world;
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this.scene = world.scene;
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this.sys = world.scene.sys;
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// this.displayList = this.sys.
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// this.displayList = sys.displayList;
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// this.updateList = sys.updateList;
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},
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/*
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collider: function (object1, object2, collideCallback, processCallback, callbackContext)
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{
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return this.world.addCollider(object1, object2, collideCallback, processCallback, callbackContext);
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},
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overlap: function (object1, object2, collideCallback, processCallback, callbackContext)
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{
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return this.world.addOverlap(object1, object2, collideCallback, processCallback, callbackContext);
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},
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staticImage: function (x, y, key, frame)
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{
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var image = new ArcadeImage(this.scene, x, y, key, frame);
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this.sys.displayList.add(image);
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this.world.enableBody(image, CONST.STATIC_BODY);
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return image;
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},
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image: function (x, y, key, frame)
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{
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var image = new ArcadeImage(this.scene, x, y, key, frame);
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this.sys.displayList.add(image);
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this.world.enableBody(image, CONST.DYNAMIC_BODY);
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return image;
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},
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staticSprite: function (x, y, key, frame)
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{
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var sprite = new ArcadeSprite(this.scene, x, y, key, frame);
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this.sys.displayList.add(sprite);
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this.sys.updateList.add(sprite);
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this.world.enableBody(sprite, CONST.STATIC_BODY);
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return sprite;
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},
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sprite: function (x, y, key, frame)
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{
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var sprite = new ArcadeSprite(this.scene, x, y, key, frame);
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this.sys.displayList.add(sprite);
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this.sys.updateList.add(sprite);
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this.world.enableBody(sprite, CONST.DYNAMIC_BODY);
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return sprite;
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},
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staticGroup: function (children, config)
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{
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return this.sys.updateList.add(new StaticPhysicsGroup(this.world, this.world.scene, children, config));
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},
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group: function (children, config)
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{
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return this.sys.updateList.add(new PhysicsGroup(this.world, this.world.scene, children, config));
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}
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*/
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});
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module.exports = Factory;
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