mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 17:16:03 +00:00
108 lines
3.9 KiB
JavaScript
108 lines
3.9 KiB
JavaScript
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var Class = require('../utils/Class');
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var BlitterFactory = require('../gameobjects/blitter/BlitterFactory');
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var DynamicBitmapTextFactory = require('../gameobjects/bitmaptext/dynamic/DynamicBitmapTextFactory');
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var DynamicTilemapFactory = require('../gameobjects/tilemap/dynamic/TilemapFactory');
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var EffectLayerFactory = require('../gameobjects/effectlayer/EffectLayerFactory');
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var GraphicsFactory = require('../gameobjects/graphics/GraphicsFactory');
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var GroupFactory = require('../gameobjects/group/GroupFactory');
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var ImageFactory = require('../gameobjects/image/ImageFactory');
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var MeshFactory = require('../gameobjects/mesh/MeshFactory');
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var QuadFactory = require('../gameobjects/quad/QuadFactory');
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var RenderPassFactory = require('../gameobjects/renderpass/RenderPassFactory');
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var SpriteFactory = require('../gameobjects/sprite/SpriteFactory');
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var StaticBitmapTextFactory = require('../gameobjects/bitmaptext/static/BitmapTextFactory');
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var StaticTilemapFactory = require('../gameobjects/tilemap/static/StaticTilemapFactory');
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var TextFactory = require('../gameobjects/text/static/TextFactory');
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var TileSpriteFactory = require('../gameobjects/tilesprite/TileSpriteFactory');
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var GameObjectFactory = new Class({
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initialize:
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function GameObjectFactory (state)
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{
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this.state = state;
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this.children = state.sys.children;
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},
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bitmapText: function (x, y, font, text, size, align)
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{
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return this.children.add(StaticBitmapTextFactory(this.state, x, y, font, text, size, align));
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},
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dynamicBitmapText: function (x, y, font, text, size, align)
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{
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return this.children.add(DynamicBitmapTextFactory(this.state, x, y, font, text, size, align));
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},
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blitter: function (x, y, key, frame)
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{
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return this.children.add(BlitterFactory(this.state, x, y, key, frame));
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},
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effectLayer: function (x, y, width, height, effectName, fragmentShader)
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{
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return this.children.add(EffectLayerFactory(this.state, x, y, width, height, effectName, fragmentShader));
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},
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graphics: function (config)
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{
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return this.children.add(GraphicsFactory(this.state, config));
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},
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group: function (children, config)
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{
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return GroupFactory(this.state, children, config);
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},
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image: function (x, y, key, frame)
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{
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return this.children.add(ImageFactory(this.state, x, y, key, frame));
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},
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mesh: function (x, y, vertices, uv, key, frame)
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{
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return this.children.add(MeshFactory(this.state, x, y, vertices, uv, key, frame));
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},
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quad: function (x, y, key, frame)
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{
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return this.children.add(QuadFactory(this.state, x, y, key, frame));
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},
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renderPass: function (x, y, width, height, shaderName, fragmentShader)
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{
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return this.children.add(RenderPassFactory(this.state, x, y, width, height, shaderName, fragmentShader));
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},
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sprite: function (x, y, key, frame)
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{
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return this.children.add(SpriteFactory(this.state, x, y, key, frame));
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},
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text: function (x, y, text, style)
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{
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return this.children.add(TextFactory(this.state, x, y, text, style));
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},
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tilemap: function (mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, tileBorder, texture, frame)
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{
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return this.children.add(DynamicTilemapFactory(this.state, mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, tileBorder, texture, frame));
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},
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staticTilemap: function (mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, tileBorder, texture, frame)
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{
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return this.children.add(StaticTilemapFactory(this.state, mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, tileBorder, texture, frame));
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},
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tileSprite: function (x, y, width, height, key, frame)
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{
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return this.children.add(TileSpriteFactory(this.state, x, y, width, height, key, frame));
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}
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});
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module.exports = GameObjectFactory;
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