phaser/v3/src/scene/plugins/GameObjectFactory.js

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var BlitterFactory = require('../../gameobjects/blitter/BlitterFactory');
var Class = require('../../utils/Class');
var DynamicBitmapTextFactory = require('../../gameobjects/bitmaptext/dynamic/DynamicBitmapTextFactory');
var DynamicTilemapFactory = require('../../gameobjects/tilemap/dynamic/TilemapFactory');
var GraphicsFactory = require('../../gameobjects/graphics/GraphicsFactory');
var GroupFactory = require('../../gameobjects/group/GroupFactory');
var ImageFactory = require('../../gameobjects/image/ImageFactory');
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 ZoneFactory = require('../../gameobjects/zone/ZoneFactory');
var factoryDef = {
initialize:
function GameObjectFactory (scene)
{
this.scene = scene;
this.displayList;
this.updateList;
},
boot: function ()
{
this.displayList = this.scene.sys.displayList;
this.updateList = this.scene.sys.updateList;
},
existing: function (child)
{
if (child.renderCanvas || child.renderWebGL)
{
this.displayList.add(child);
}
if (child.preUpdate)
{
this.updateList.add(child);
}
return child;
},
bitmapText: function (x, y, font, text, size, align)
{
return this.displayList.add(StaticBitmapTextFactory(this.scene, x, y, font, text, size, align));
},
dynamicBitmapText: function (x, y, font, text, size, align)
{
return this.displayList.add(DynamicBitmapTextFactory(this.scene, x, y, font, text, size, align));
},
blitter: function (x, y, key, frame)
{
return this.displayList.add(BlitterFactory(this.scene, x, y, key, frame));
},
graphics: function (config)
{
return this.displayList.add(GraphicsFactory(this.scene, config));
},
group: function (displayList, config)
{
return GroupFactory(this.scene, displayList, config);
},
image: function (x, y, key, frame)
{
return this.displayList.add(ImageFactory(this.scene, x, y, key, frame));
},
sprite: function (x, y, key, frame)
{
var sprite = SpriteFactory(this.scene, 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.scene, x, y, text, style));
},
tilemap: function (mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, tileBorder, texture, frame)
{
return this.displayList.add(DynamicTilemapFactory(this.scene, 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.scene, mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, tileBorder, texture, frame));
},
tileSprite: function (x, y, width, height, key, frame)
{
return this.displayList.add(TileSpriteFactory(this.scene, x, y, width, height, key, frame));
},
zone: function (x, y, width, height)
{
return this.displayList.add(ZoneFactory(this.scene, x, y, width, height));
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},
tween: function (config)
{
return this.scene.sys.tweens.add(config);
}
};
if (WEBGL_RENDERER)
{
// WebGL only Game Objects
var EffectLayerFactory = require('../../gameobjects/effectlayer/EffectLayerFactory');
var LightLayerFactory = require('../../gameobjects/lightlayer/LightLayerFactory');
var MeshFactory = require('../../gameobjects/mesh/MeshFactory');
var QuadFactory = require('../../gameobjects/quad/QuadFactory');
var RenderPassFactory = require('../../gameobjects/renderpass/RenderPassFactory');
factoryDef.effectLayer = function (x, y, width, height, effectName, fragmentShader)
{
return this.displayList.add(EffectLayerFactory(this.scene, x, y, width, height, effectName, fragmentShader));
};
factoryDef.lightLayer = function ()
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{
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return this.displayList.add(LightLayerFactory(this.scene));
};
factoryDef.mesh = function (x, y, vertices, uv, key, frame)
{
return this.displayList.add(MeshFactory(this.scene, x, y, vertices, uv, key, frame));
};
factoryDef.quad = function (x, y, key, frame)
{
return this.displayList.add(QuadFactory(this.scene, x, y, key, frame));
};
factoryDef.renderPass = function (x, y, width, height, shaderName, fragmentShader)
{
return this.displayList.add(RenderPassFactory(this.scene, x, y, width, height, shaderName, fragmentShader));
};
}
var GameObjectFactory = new Class(factoryDef);
module.exports = GameObjectFactory;