2013-05-28 20:38:37 +00:00
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/// <reference path="../Game.ts" />
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/// <reference path="../tweens/Tween.ts" />
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2013-05-31 17:21:32 +00:00
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/// <reference path="../gameobjects/Emitter.ts" />
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/// <reference path="../gameobjects/Particle.ts" />
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/// <reference path="../gameobjects/Sprite.ts" />
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2013-07-12 02:28:46 +00:00
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/// <reference path="../gameobjects/Button.ts" />
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2013-05-31 17:21:32 +00:00
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/// <reference path="../gameobjects/ScrollZone.ts" />
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/// <reference path="../gameobjects/DynamicTexture.ts" />
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/// <reference path="../gameobjects/Tilemap.ts" />
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2013-05-22 23:01:58 +00:00
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/**
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* Phaser - GameObjectFactory
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*
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* A quick way to create new world objects and add existing objects to the current world.
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*/
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module Phaser {
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export class GameObjectFactory {
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/**
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* GameObjectFactory constructor
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* @param game {Game} A reference to the current Game.
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*/
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constructor(game: Phaser.Game) {
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this._game = game;
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this._world = this._game.world;
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}
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/**
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* Local private reference to Game
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*/
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private _game: Phaser.Game;
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/**
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* Local private reference to World
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*/
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private _world: Phaser.World;
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/**
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* Create a new camera with specific position and size.
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*
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* @param x {number} X position of the new camera.
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* @param y {number} Y position of the new camera.
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* @param width {number} Width of the new camera.
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* @param height {number} Height of the new camera.
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* @returns {Camera} The newly created camera object.
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*/
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public camera(x: number, y: number, width: number, height: number): Camera {
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2013-05-28 20:38:37 +00:00
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return this._world.cameras.addCamera(x, y, width, height);
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2013-05-22 23:01:58 +00:00
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}
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/**
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* Create a new GeomSprite with specific position.
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*
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* @param x {number} X position of the new geom sprite.
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* @param y {number} Y position of the new geom sprite.
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* @returns {GeomSprite} The newly created geom sprite object.
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*/
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2013-05-28 20:38:37 +00:00
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//public geomSprite(x: number, y: number): GeomSprite {
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// return <GeomSprite> this._world.group.add(new GeomSprite(this._game, x, y));
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//}
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2013-05-22 23:01:58 +00:00
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2013-07-12 02:28:46 +00:00
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/**
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* Create a new Button game object.
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*
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* @param [x] {number} X position of the button.
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* @param [y] {number} Y position of the button.
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* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
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* @param [callback] {function} The function to call when this button is pressed
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* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
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* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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* @returns {Button} The newly created button object.
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*/
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public button(x?: number = 0, y?: number = 0, key?: string = null, callback? = null, callbackContext? = null, overFrame? = null, outFrame? = null, downFrame? = null): Button {
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return <Button> this._world.group.add(new Button(this._game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
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}
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2013-05-22 23:01:58 +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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2013-05-31 14:13:03 +00:00
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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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2013-06-06 01:47:08 +00:00
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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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2013-05-31 14:13:03 +00:00
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* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
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2013-05-22 23:01:58 +00:00
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* @returns {Sprite} The newly created sprite object.
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*/
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2013-06-26 04:44:56 +00:00
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public sprite(x: number, y: number, key?: string = '', frame? = null, bodyType?: number = Phaser.Types.BODY_DISABLED): Sprite {
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2013-06-06 01:47:08 +00:00
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return <Sprite> this._world.group.add(new Sprite(this._game, x, y, key, frame, bodyType));
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2013-05-22 23:01:58 +00:00
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}
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2013-07-16 13:45:08 +00:00
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public audio(key: string, volume?: number = 1, loop?: bool = false) {
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return <Sound> this._game.sound.add(key, volume, loop);
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}
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2013-06-26 04:44:56 +00:00
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/**
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* Create a new Sprite with the physics automatically created and set to DYNAMIC. The Sprite position offset is set to its center.
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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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2013-06-26 13:18:48 +00:00
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* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DYNAMIC)
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2013-06-26 04:44:56 +00:00
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* @param [shapeType] The default body shape is either 0 for a Box or 1 for a Circle. See Sprite.body.addShape for custom shapes (polygons, etc)
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* @returns {Sprite} The newly created sprite object.
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*/
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2013-06-26 13:18:48 +00:00
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public physicsSprite(x: number, y: number, key?: string = '', frame? = null, bodyType?: number = Phaser.Types.BODY_DYNAMIC, shapeType?:number = 0): Sprite {
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return <Sprite> this._world.group.add(new Sprite(this._game, x, y, key, frame, bodyType, shapeType));
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2013-06-26 04:44:56 +00:00
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}
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2013-05-22 23:01:58 +00:00
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/**
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* Create a new DynamicTexture with specific size.
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*
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* @param width {number} Width of the texture.
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* @param height {number} Height of the texture.
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* @returns {DynamicTexture} The newly created dynamic texture object.
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*/
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public dynamicTexture(width: number, height: number): DynamicTexture {
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2013-05-28 20:38:37 +00:00
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return new DynamicTexture(this._game, width, height);
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2013-05-22 23:01:58 +00:00
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}
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/**
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* Create a new object container.
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*
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* @param maxSize {number} Optional, capacity of this group.
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* @returns {Group} The newly created group.
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*/
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public group(maxSize?: number = 0): Group {
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2013-05-28 20:38:37 +00:00
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return <Group> this._world.group.add(new Group(this._game, maxSize));
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2013-05-22 23:01:58 +00:00
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}
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/**
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* Create a new Particle.
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*
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* @return {Particle} The newly created particle object.
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*/
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2013-05-31 17:21:32 +00:00
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public particle(): Particle {
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return new Particle(this._game);
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}
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2013-05-22 23:01:58 +00:00
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/**
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* Create a new Emitter.
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*
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* @param x {number} Optional, x position of the emitter.
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* @param y {number} Optional, y position of the emitter.
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* @param size {number} Optional, size of this emitter.
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* @return {Emitter} The newly created emitter object.
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*/
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2013-05-31 17:21:32 +00:00
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public emitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
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return <Emitter> this._world.group.add(new Emitter(this._game, x, y, size));
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}
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2013-05-22 23:01:58 +00:00
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/**
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* Create a new ScrollZone object with image key, position and size.
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*
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* @param key {string} Key to a image you wish this object to use.
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* @param x {number} X position of this object.
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* @param y {number} Y position of this object.
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* @param width number} Width of this object.
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* @param height {number} Height of this object.
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* @returns {ScrollZone} The newly created scroll zone object.
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*/
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2013-05-30 04:34:35 +00:00
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public scrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
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return <ScrollZone> this._world.group.add(new ScrollZone(this._game, key, x, y, width, height));
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}
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2013-05-22 23:01:58 +00:00
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/**
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* Create a new Tilemap.
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*
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* @param key {string} Key for tileset image.
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* @param mapData {string} Data of this tilemap.
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* @param format {number} Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON)
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* @param [resizeWorld] {boolean} resize the world to make same as tilemap?
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* @param [tileWidth] {number} width of each tile.
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* @param [tileHeight] {number} height of each tile.
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* @return {Tilemap} The newly created tilemap object.
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*/
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2013-05-31 17:21:32 +00:00
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public tilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
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return <Tilemap> this._world.group.add(new Tilemap(this._game, key, mapData, format, resizeWorld, tileWidth, tileHeight));
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}
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2013-05-22 23:01:58 +00:00
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/**
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2013-07-13 11:38:59 +00:00
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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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2013-05-22 23:01:58 +00:00
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*
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2013-07-13 11:38:59 +00:00
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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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2013-05-22 23:01:58 +00:00
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* @return {Phaser.Tween} The newly created tween object.
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*/
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2013-07-13 11:38:59 +00:00
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public tween(obj, localReference?:bool = false): Tween {
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return this._game.tweens.create(obj, localReference);
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2013-05-22 23:01:58 +00:00
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}
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/**
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* Add an existing Sprite to the current world.
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* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
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*
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* @param sprite The Sprite to add to the Game World
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* @return {Phaser.Sprite} The Sprite object
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*/
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public existingSprite(sprite: Sprite): Sprite {
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return this._world.group.add(sprite);
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}
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2013-07-28 23:43:10 +00:00
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/**
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* Add an existing Group to the current world.
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* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
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*
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* @param group The Group to add to the Game World
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* @return {Phaser.Group} The Group object
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*/
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public existingGroup(group: Group): Group {
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return this._world.group.add(group);
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}
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2013-07-13 11:38:59 +00:00
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/**
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* Add an existing Button to the current world.
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* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
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*
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* @param button The Button to add to the Game World
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* @return {Phaser.Button} The Button object
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*/
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public existingButton(button: Button): Button {
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return this._world.group.add(button);
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}
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2013-05-22 23:01:58 +00:00
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/**
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* Add an existing GeomSprite to the current world.
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* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
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*
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* @param sprite The GeomSprite to add to the Game World
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* @return {Phaser.GeomSprite} The GeomSprite object
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*/
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2013-05-28 20:38:37 +00:00
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//public existingGeomSprite(sprite: GeomSprite): GeomSprite {
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// return this._world.group.add(sprite);
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//}
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2013-05-22 23:01:58 +00:00
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/**
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* Add an existing Emitter to the current world.
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* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
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*
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* @param emitter The Emitter to add to the Game World
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* @return {Phaser.Emitter} The Emitter object
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*/
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2013-05-31 17:21:32 +00:00
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public existingEmitter(emitter: Emitter): Emitter {
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return this._world.group.add(emitter);
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}
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2013-05-22 23:01:58 +00:00
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/**
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* Add an existing ScrollZone to the current world.
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* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
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*
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* @param scrollZone The ScrollZone to add to the Game World
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* @return {Phaser.ScrollZone} The ScrollZone object
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*/
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2013-05-30 04:34:35 +00:00
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public existingScrollZone(scrollZone: ScrollZone): ScrollZone {
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return this._world.group.add(scrollZone);
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}
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2013-05-22 23:01:58 +00:00
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/**
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* Add an existing Tilemap to the current world.
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* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
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*
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* @param tilemap The Tilemap to add to the Game World
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* @return {Phaser.Tilemap} The Tilemap object
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*/
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2013-05-31 17:21:32 +00:00
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public existingTilemap(tilemap: Tilemap): Tilemap {
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return this._world.group.add(tilemap);
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}
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2013-05-22 23:01:58 +00:00
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/**
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* Add an existing Tween to the current world.
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* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
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*
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* @param tween The Tween to add to the Game World
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* @return {Phaser.Tween} The Tween object
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*/
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public existingTween(tween: Tween): Tween {
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return this._game.tweens.add(tween);
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}
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}
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}
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