phaser/src/gameobjects/blitter/BlitterCreator.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var Blitter = require('./Blitter');
var BuildGameObject = require('../BuildGameObject');
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
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/**
* Creates a new Blitter Game Object and returns it.
*
* Note: This method will only be available if the Blitter Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#blitter
* @since 3.0.0
*
* @param {object} config - The configuration object this Game Object will use to create itself.
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
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*
* @return {Phaser.GameObjects.Blitter} The Game Object that was created.
*/
GameObjectCreator.register('blitter', function (config, addToScene)
{
if (config === undefined) { config = {}; }
var key = GetAdvancedValue(config, 'key', null);
var frame = GetAdvancedValue(config, 'frame', null);
var blitter = new Blitter(this.scene, 0, 0, key, frame);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, blitter, config);
return blitter;
});
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// When registering a factory function 'this' refers to the GameObjectCreator context.