phaser/v3/src/plugins/GameObjectFactory.js

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var Class = require('../utils/Class');
var BlitterFactory = require('../gameobjects/blitter/BlitterFactory');
var DynamicBitmapTextFactory = require('../gameobjects/bitmaptext/dynamic/DynamicBitmapTextFactory');
var DynamicTilemapFactory = require('../gameobjects/tilemap/dynamic/TilemapFactory');
var EffectLayerFactory = require('../gameobjects/effectlayer/EffectLayerFactory');
var GraphicsFactory = require('../gameobjects/graphics/GraphicsFactory');
var GroupFactory = require('../gameobjects/group/GroupFactory');
var ImageFactory = require('../gameobjects/image/ImageFactory');
var MeshFactory = require('../gameobjects/mesh/MeshFactory');
var QuadFactory = require('../gameobjects/quad/QuadFactory');
var RenderPassFactory = require('../gameobjects/renderpass/RenderPassFactory');
var SpriteFactory = require('../gameobjects/sprite/SpriteFactory');
var StaticBitmapTextFactory = require('../gameobjects/bitmaptext/static/BitmapTextFactory');
var StaticTilemapFactory = require('../gameobjects/tilemap/static/StaticTilemapFactory');
var TextFactory = require('../gameobjects/text/static/TextFactory');
var TileSpriteFactory = require('../gameobjects/tilesprite/TileSpriteFactory');
var GameObjectFactory = new Class({
initialize:
function GameObjectFactory (state)
{
this.state = state;
this.displayList = state.sys.displayList;
this.updateList = state.sys.updateList;
},
bitmapText: function (x, y, font, text, size, align)
{
return this.displayList.add(StaticBitmapTextFactory(this.state, x, y, font, text, size, align));
},
dynamicBitmapText: function (x, y, font, text, size, align)
{
return this.displayList.add(DynamicBitmapTextFactory(this.state, x, y, font, text, size, align));
},
blitter: function (x, y, key, frame)
{
return this.displayList.add(BlitterFactory(this.state, x, y, key, frame));
},
effectLayer: function (x, y, width, height, effectName, fragmentShader)
{
return this.displayList.add(EffectLayerFactory(this.state, x, y, width, height, effectName, fragmentShader));
},
graphics: function (config)
{
return this.displayList.add(GraphicsFactory(this.state, config));
},
group: function (displayList, config)
{
return GroupFactory(this.state, displayList, config);
},
image: function (x, y, key, frame)
{
return this.displayList.add(ImageFactory(this.state, x, y, key, frame));
},
mesh: function (x, y, vertices, uv, key, frame)
{
return this.displayList.add(MeshFactory(this.state, x, y, vertices, uv, key, frame));
},
quad: function (x, y, key, frame)
{
return this.displayList.add(QuadFactory(this.state, x, y, key, frame));
},
renderPass: function (x, y, width, height, shaderName, fragmentShader)
{
return this.displayList.add(RenderPassFactory(this.state, x, y, width, height, shaderName, fragmentShader));
},
sprite: function (x, y, key, frame)
{
var sprite = SpriteFactory(this.state, x, y, key, frame);
this.displayList.add(sprite);
this.updateList.add(sprite);
return sprite;
},
text: function (x, y, text, style)
{
return this.displayList.add(TextFactory(this.state, x, y, text, style));
},
tilemap: function (mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, tileBorder, texture, frame)
{
return this.displayList.add(DynamicTilemapFactory(this.state, mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, tileBorder, texture, frame));
},
staticTilemap: function (mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, tileBorder, texture, frame)
{
return this.displayList.add(StaticTilemapFactory(this.state, mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, tileBorder, texture, frame));
},
tileSprite: function (x, y, width, height, key, frame)
{
return this.displayList.add(TileSpriteFactory(this.state, x, y, width, height, key, frame));
}
});
module.exports = GameObjectFactory;