phaser/Phaser/gameobjects/GameObjectFactory.ts

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/// <reference path="../Game.ts" />
/// <reference path="../tweens/Tween.ts" />
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/// <reference path="../particles/ArcadeEmitter.ts" />
/// <reference path="../particles/ArcadeParticle.ts" />
/// <reference path="../gameobjects/Sprite.ts" />
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/// <reference path="../ui/Button.ts" />
/// <reference path="../gameobjects/ScrollZone.ts" />
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/// <reference path="../display/DynamicTexture.ts" />
/// <reference path="../tilemap/Tilemap.ts" />
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/**
* Phaser - GameObjectFactory
*
* A quick way to create new world objects and add existing objects to the current world.
*/
module Phaser {
export class GameObjectFactory {
/**
* GameObjectFactory constructor
* @param game {Game} A reference to the current Game.
*/
constructor(game: Phaser.Game) {
this.game = game;
this._world = this.game.world;
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}
/**
* Local reference to Game
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*/
public game: Phaser.Game;
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/**
* Local private reference to World
*/
private _world: Phaser.World;
/**
* Create a new camera with specific position and size.
*
* @param x {number} X position of the new camera.
* @param y {number} Y position of the new camera.
* @param width {number} Width of the new camera.
* @param height {number} Height of the new camera.
* @returns {Camera} The newly created camera object.
*/
public camera(x: number, y: number, width: number, height: number): Camera {
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return this._world.cameras.addCamera(x, y, width, height);
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}
/**
* Create a new GeomSprite with specific position.
*
* @param x {number} X position of the new geom sprite.
* @param y {number} Y position of the new geom sprite.
* @returns {GeomSprite} The newly created geom sprite object.
*/
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//public geomSprite(x: number, y: number): GeomSprite {
// return <GeomSprite> this._world.group.add(new GeomSprite(this.game, x, y));
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//}
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/**
* Create a new Button game object.
*
* @param [x] {number} X position of the button.
* @param [y] {number} Y position of the button.
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
* @param [callback] {function} The function to call when this button is pressed
* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
* @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.
* @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.
* @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.
* @returns {Button} The newly created button object.
*/
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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): UI.Button {
return <UI.Button> this._world.group.add(new UI.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
}
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/**
* Create a new Sprite with specific position and sprite sheet key.
*
* @param x {number} X position of the new sprite.
* @param y {number} Y position of the new sprite.
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
* @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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public sprite(x: number, y: number, key: string = '', frame = null): Sprite {
return <Sprite> this._world.group.add(new Sprite(this.game, x, y, key, frame));
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}
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public audio(key: string, volume: number = 1, loop: boolean = false) {
return <Sound> this.game.sound.add(key, volume, loop);
}
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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.
*
* @param x {number} X position of the new sprite.
* @param y {number} Y position of the new sprite.
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
* @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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* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DYNAMIC)
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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)
* @returns {Sprite} The newly created sprite object.
*/
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//public physicsSprite(x: number, y: number, key: string = '', frame? = null, bodyType: number = Phaser.Types.BODY_DYNAMIC, shapeType:number = 0): Sprite {
// return <Sprite> this._world.group.add(new Sprite(this.game, x, y, key, frame, bodyType, shapeType));
//}
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/**
* Create a new DynamicTexture with specific size.
*
* @param width {number} Width of the texture.
* @param height {number} Height of the texture.
* @returns {DynamicTexture} The newly created dynamic texture object.
*/
public dynamicTexture(width: number, height: number): DynamicTexture {
return new DynamicTexture(this.game, width, height);
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}
/**
* Create a new object container.
*
* @param maxSize {number} Optional, capacity of this group.
* @returns {Group} The newly created group.
*/
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public group(maxSize: number = 0): Group {
return <Group> this._world.group.add(new Group(this.game, maxSize));
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}
/**
* Create a new Particle.
*
* @return {Particle} The newly created particle object.
*/
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public particle(): ArcadeParticle {
return new ArcadeParticle(this.game);
}
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/**
* Create a new Emitter.
*
* @param x {number} Optional, x position of the emitter.
* @param y {number} Optional, y position of the emitter.
* @param size {number} Optional, size of this emitter.
* @return {Emitter} The newly created emitter object.
*/
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public emitter(x: number = 0, y: number = 0, size: number = 0): ArcadeEmitter {
return <ArcadeEmitter> this._world.group.add(new ArcadeEmitter(this.game, x, y, size));
}
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/**
* Create a new ScrollZone object with image key, position and size.
*
* @param key {string} Key to a image you wish this object to use.
* @param x {number} X position of this object.
* @param y {number} Y position of this object.
* @param width number} Width of this object.
* @param height {number} Height of this object.
* @returns {ScrollZone} The newly created scroll zone object.
*/
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public scrollZone(key: string, x: number = 0, y: number = 0, width: number = 0, height: number = 0): ScrollZone {
return <ScrollZone> this._world.group.add(new ScrollZone(this.game, key, x, y, width, height));
}
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/**
* Create a new Tilemap.
*
* @param key {string} Key for tileset image.
* @param mapData {string} Data of this tilemap.
* @param format {number} Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON)
* @param [resizeWorld] {boolean} resize the world to make same as tilemap?
* @param [tileWidth] {number} width of each tile.
* @param [tileHeight] {number} height of each tile.
* @return {Tilemap} The newly created tilemap object.
*/
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public tilemap(key: string, mapData: string, format: number, resizeWorld: boolean = true, tileWidth: number = 0, tileHeight: number = 0): Tilemap {
return <Tilemap> this._world.group.add(new Tilemap(this.game, key, mapData, format, resizeWorld, tileWidth, tileHeight));
}
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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.
* @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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public tween(obj, localReference:boolean = false): Tween {
return this.game.tweens.create(obj, localReference);
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}
/**
* Add an existing Sprite to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param sprite The Sprite to add to the Game World
* @return {Phaser.Sprite} The Sprite object
*/
public existingSprite(sprite: Sprite): Sprite {
return this._world.group.add(sprite);
}
/**
* Add an existing Group to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param group The Group to add to the Game World
* @return {Phaser.Group} The Group object
*/
public existingGroup(group: Group): Group {
return this._world.group.add(group);
}
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/**
* Add an existing Button to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param button The Button to add to the Game World
* @return {Phaser.Button} The Button object
*/
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public existingButton(button: UI.Button): UI.Button {
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return this._world.group.add(button);
}
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/**
* Add an existing GeomSprite to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param sprite The GeomSprite to add to the Game World
* @return {Phaser.GeomSprite} The GeomSprite object
*/
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//public existingGeomSprite(sprite: GeomSprite): GeomSprite {
// return this._world.group.add(sprite);
//}
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/**
* Add an existing Emitter to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param emitter The Emitter to add to the Game World
* @return {Phaser.Emitter} The Emitter object
*/
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public existingEmitter(emitter: ArcadeEmitter): ArcadeEmitter {
return this._world.group.add(emitter);
}
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/**
* Add an existing ScrollZone to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param scrollZone The ScrollZone to add to the Game World
* @return {Phaser.ScrollZone} The ScrollZone object
*/
public existingScrollZone(scrollZone: ScrollZone): ScrollZone {
return this._world.group.add(scrollZone);
}
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/**
* Add an existing Tilemap to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param tilemap The Tilemap to add to the Game World
* @return {Phaser.Tilemap} The Tilemap object
*/
public existingTilemap(tilemap: Tilemap): Tilemap {
return this._world.group.add(tilemap);
}
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/**
* Add an existing Tween to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param tween The Tween to add to the Game World
* @return {Phaser.Tween} The Tween object
*/
public existingTween(tween: Tween): Tween {
return this.game.tweens.add(tween);
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}
}
}