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< h1 class = "page-title" > Source: gameobjects/GameObjectFactory.js< / h1 >
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< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* The Game Object Factory is a quick way to create all of the different sorts of core objects that Phaser uses.
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*
* @class Phaser.GameObjectFactory
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.GameObjectFactory = function (game) {
/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
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/**
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* @property {Phaser.World} world - A reference to the game world.
*/
this.world = this.game.world;
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};
Phaser.GameObjectFactory.prototype = {
/**
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* Adds an existing object to the game world.
* @method Phaser.GameObjectFactory#existing
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* @param {*} object - An instance of Phaser.Sprite, Phaser.Button or any other display object..
* @return {*} The child that was added to the Group.
*/
existing: function (object) {
return this.world.add(object);
},
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/**
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* Create a new `Image` object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
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*
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* @method Phaser.GameObjectFactory#image
* @param {number} x - X position of the image.
* @param {number} y - Y position of the image.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @returns {Phaser.Sprite} the newly created sprite object.
*/
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image: function (x, y, key, frame, group) {
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if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.Image(this.game, x, y, key, frame));
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},
/**
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* Create a new Sprite with specific position and sprite sheet key.
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*
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* @method Phaser.GameObjectFactory#sprite
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* @param {number} x - X position of the new sprite.
* @param {number} y - Y position of the new sprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @returns {Phaser.Sprite} the newly created sprite object.
*/
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sprite: function (x, y, key, frame, group) {
if (typeof group === 'undefined') { group = this.world; }
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return group.create(x, y, key, frame);
},
/**
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
*
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* @method Phaser.GameObjectFactory#tween
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* @param {object} obj - Object the tween will be run on.
* @return {Phaser.Tween} Description.
*/
tween: function (obj) {
return this.game.tweens.create(obj);
},
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
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* @method Phaser.GameObjectFactory#group
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* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
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* @return {Phaser.Group} The newly created group.
*/
group: function (parent, name) {
return new Phaser.Group(this.game, parent, name);
},
/**
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* Creates a new Sound object.
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*
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* @method Phaser.GameObjectFactory#audio
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* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} [volume=1] - The volume at which the sound will be played.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The newly created text object.
*/
audio: function (key, volume, loop, connect) {
return this.game.sound.add(key, volume, loop, connect);
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},
/**
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* Creates a new Sound object.
*
* @method Phaser.GameObjectFactory#sound
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} [volume=1] - The volume at which the sound will be played.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The newly created text object.
*/
sound: function (key, volume, loop, connect) {
return this.game.sound.add(key, volume, loop, connect);
},
/**
* Creates a new TileSprite object.
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*
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* @method Phaser.GameObjectFactory#tileSprite
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* @param {number} x - X position of the new tileSprite.
* @param {number} y - Y position of the new tileSprite.
* @param {number} width - the width of the tilesprite.
* @param {number} height - the height of the tilesprite.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.TileSprite} The newly created tileSprite object.
*/
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tileSprite: function (x, y, width, height, key, group) {
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if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.TileSprite(this.game, x, y, width, height, key));
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},
/**
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* Creates a new Text object.
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*
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* @method Phaser.GameObjectFactory#text
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* @param {number} x - X position of the new text object.
* @param {number} y - Y position of the new text object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.Text} The newly created text object.
*/
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text: function (x, y, text, style, group) {
if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.Text(this.game, x, y, text, style));
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},
/**
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* Creates a new Button object.
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*
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* @method Phaser.GameObjectFactory#button
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* @param {number} [x] X position of the new button object.
* @param {number} [y] Y position of the new button object.
* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
* @param {function} [callback] The function to call when this button is pressed
* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [upFrame] This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.Button} The newly created button object.
*/
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button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) {
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if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame));
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},
/**
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* Creates a new Graphics object.
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*
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* @method Phaser.GameObjectFactory#graphics
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* @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.Graphics} The newly created graphics object.
*/
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graphics: function (x, y, group) {
if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.Graphics(this.game, x, y));
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},
/**
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
* continuous effects like rain and fire. All it really does is launch Particle objects out
* at set intervals, and fixes their positions and velocities accorindgly.
*
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* @method Phaser.GameObjectFactory#emitter
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* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
* @param {number} [maxParticles=50] - The total number of particles in this emitter.
* @return {Phaser.Emitter} The newly created emitter object.
*/
emitter: function (x, y, maxParticles) {
return this.game.particles.add(new Phaser.Particles.Arcade.Emitter(this.game, x, y, maxParticles));
},
/**
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* * Create a new BitmapText object.
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*
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* @method Phaser.GameObjectFactory#bitmapText
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* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.BitmapText} The newly created bitmapText object.
*/
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bitmapText: function (x, y, text, style, group) {
if (typeof group === 'undefined') { group = this.world; }
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return this.world.add(new Phaser.BitmapText(this.game, x, y, text, style));
},
/**
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* Creates a new Tilemap object.
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*
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* @method Phaser.GameObjectFactory#tilemap
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* @param {string} key - Asset key for the JSON or CSV map data in the cache.
* @param {object|string} tilesets - An object mapping Cache.tileset keys with the tileset names in the JSON file. If a string is provided that will be used.
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* @return {Phaser.Tilemap} The newly created tilemap object.
*/
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tilemap: function (key, tilesets) {
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return new Phaser.Tilemap(this.game, key, tilesets);
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},
/**
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* A dynamic initially blank canvas to which images can be drawn.
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*
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* @method Phaser.GameObjectFactory#renderTexture
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* @param {number} [width=100] - the width of the RenderTexture.
* @param {number} [height=100] - the height of the RenderTexture.
* @param {string} [key=''] - Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)
* @return {Phaser.RenderTexture} The newly created RenderTexture object.
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*/
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renderTexture: function (width, height, key, addToCache) {
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if (typeof addToCache === 'undefined') { addToCache = false; }
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
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var texture = new Phaser.RenderTexture(this.game, width, height, key);
if (addToCache)
{
this.game.cache.addRenderTexture(key, texture);
}
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return texture;
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},
/**
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* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
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*
* @method Phaser.GameObjectFactory#bitmapData
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* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
* @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)
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* @return {Phaser.BitmapData} The newly created BitmapData object.
*/
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bitmapData: function (width, height, addToCache) {
if (typeof addToCache === 'undefined') { addToCache = false; }
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
var texture = new Phaser.BitmapData(this.game, key, width, height);
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if (addToCache)
{
this.game.cache.addBitmapData(key, texture);
}
return texture;
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},
/**
* A WebGL shader/filter that can be applied to Sprites.
*
* @method Phaser.GameObjectFactory#filter
* @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.
* @param {any} - Whatever parameters are needed to be passed to the filter init function.
* @return {Phaser.Filter} The newly created Phaser.Filter object.
*/
filter: function (filter) {
var args = Array.prototype.splice.call(arguments, 1);
var filter = new Phaser.Filter[filter](this.game);
filter.init.apply(filter, args);
return filter;
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}
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};
Phaser.GameObjectFactory.prototype.constructor = Phaser.GameObjectFactory;
< / pre >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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