2013-08-30 03:20:14 +00:00
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Phaser.GameObjectFactory = function (game) {
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this.game = game;
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2013-08-30 16:09:43 +00:00
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this.world = this.game.world;
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2013-08-30 03:20:14 +00:00
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};
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Phaser.GameObjectFactory.prototype = {
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game: null,
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2013-08-30 16:09:43 +00:00
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world: null,
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2013-08-30 03:20:14 +00:00
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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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* @param x {number} X position of the new sprite.
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* @param y {number} Y position of the new sprite.
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* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
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* @param [frame] {string|number} 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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* @returns {Sprite} The newly created sprite object.
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*/
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sprite: function (x, y, key, frame) {
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2013-08-30 16:09:43 +00:00
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return this.world.add(new Phaser.Sprite(this.game, x, y, key, frame));
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2013-08-30 03:20:14 +00:00
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},
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2013-08-30 16:09:43 +00:00
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/**
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* 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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*
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* @param obj {object} Object the tween will be run on.
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* @param [localReference] {bool} If true the tween will be stored in the object.tween property so long as it exists. If already set it'll be over-written.
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* @return {Phaser.Tween} The newly created tween object.
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*/
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tween: function (obj, localReference) {
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return this.game.tweens.create(obj, localReference);
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2013-09-03 00:24:16 +00:00
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},
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audio: function (key, volume, loop) {
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return this.game.sound.add(key, volume, loop);
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2013-09-03 02:19:42 +00:00
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},
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tileSprite: function (x, y, width, height, key, frame) {
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return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
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},
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2013-08-30 16:09:43 +00:00
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2013-09-03 00:24:16 +00:00
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2013-08-30 03:20:14 +00:00
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};
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