2017-01-24 18:08:56 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Sprite = require('./Sprite');
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var FactoryContainer = require('../../gameobjects/FactoryContainer');
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var SpriteFactory = {
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KEY: 'sprite',
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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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* At its most basic a Sprite consists of a set of coordinates and a texture that is used when rendered.
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* They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
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* events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.
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*
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* @method Phaser.GameObject.Factory#sprite
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* @param {number} [x=0] - The x coordinate of the sprite. The coordinate is relative to any parent container this sprite may be in.
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* @param {number} [y=0] - The y coordinate of the sprite. The coordinate is relative to any parent container this sprite may be in.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - The image used as a texture by this display object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
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* @param {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used. Use either an integer 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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* @return {Phaser.Sprite} The newly created Sprite object.
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*/
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2017-04-04 22:58:33 +00:00
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add: function (x, y, key, frame)
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2017-01-24 18:08:56 +00:00
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{
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2017-04-04 22:58:33 +00:00
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return this.children.add(new Sprite(this.state, x, y, key, frame));
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2017-01-24 18:08:56 +00:00
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},
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make: function (x, y, key, frame)
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{
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return new Sprite(this.state, x, y, key, frame);
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}
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};
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module.exports = FactoryContainer.register(SpriteFactory);
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