phaser/Phaser/gameobjects/GameObjectFactory.js

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/// <reference path="../_definitions.ts" />
/**
* Phaser - GameObjectFactory
*
* A quick way to create new world objects and add existing objects to the current world.
*/
var Phaser;
(function (Phaser) {
var GameObjectFactory = (function () {
/**
* GameObjectFactory constructor
* @param game {Game} A reference to the current Game.
*/
function GameObjectFactory(game) {
this.game = game;
this._world = this.game.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.
*/
GameObjectFactory.prototype.camera = function (x, y, width, height) {
return this._world.cameras.addCamera(x, y, width, height);
};
/**
* 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.
*/
//public geomSprite(x: number, y: number): GeomSprite {
// return <GeomSprite> this._world.group.add(new GeomSprite(this.game, x, y));
//}
/**
* 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.
*/
GameObjectFactory.prototype.button = function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof key === "undefined") { key = null; }
if (typeof callback === "undefined") { callback = null; }
if (typeof callbackContext === "undefined") { callbackContext = null; }
if (typeof overFrame === "undefined") { overFrame = null; }
if (typeof outFrame === "undefined") { outFrame = null; }
if (typeof downFrame === "undefined") { downFrame = null; }
return this._world.group.add(new Phaser.UI.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
};
/**
* 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.
* @returns {Sprite} The newly created sprite object.
*/
GameObjectFactory.prototype.sprite = function (x, y, key, frame) {
if (typeof key === "undefined") { key = ''; }
if (typeof frame === "undefined") { frame = null; }
return this._world.group.add(new Phaser.Sprite(this.game, x, y, key, frame));
};
GameObjectFactory.prototype.audio = function (key, volume, loop) {
if (typeof volume === "undefined") { volume = 1; }
if (typeof loop === "undefined") { loop = false; }
return this.game.sound.add(key, volume, loop);
};
GameObjectFactory.prototype.circle = function (x, y, radius) {
return new Phaser.Physics.Circle(this.game, x, y, radius);
};
GameObjectFactory.prototype.aabb = function (x, y, width, height) {
return new Phaser.Physics.AABB(this.game, x, y, Math.floor(width / 2), Math.floor(height / 2));
};
GameObjectFactory.prototype.cell = function (x, y, width, height, state) {
if (typeof state === "undefined") { state = Phaser.Physics.TileMapCell.TID_FULL; }
return new Phaser.Physics.TileMapCell(this.game, x, y, width, height).SetState(state);
};
/**
* 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.
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DYNAMIC)
* @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.
*/
//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));
//}
/**
* 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.
*/
GameObjectFactory.prototype.dynamicTexture = function (width, height) {
return new Phaser.Display.DynamicTexture(this.game, width, height);
};
/**
* Create a new object container.
*
* @param maxSize {number} Optional, capacity of this group.
* @returns {Group} The newly created group.
*/
GameObjectFactory.prototype.group = function (maxSize) {
if (typeof maxSize === "undefined") { maxSize = 0; }
return this._world.group.add(new Phaser.Group(this.game, maxSize));
};
/**
* Create a new Particle.
*
* @return {Particle} The newly created particle object.
*/
//public particle(): Phaser.ArcadeParticle {
// return new Phaser.ArcadeParticle(this.game);
//}
/**
* 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.
*/
//public emitter(x: number = 0, y: number = 0, size: number = 0): Phaser.ArcadeEmitter {
// return <Phaser.ArcadeEmitter> this._world.group.add(new Phaser.ArcadeEmitter(this.game, x, y, size));
//}
/**
* 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.
*/
GameObjectFactory.prototype.scrollZone = function (key, x, y, width, height) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof width === "undefined") { width = 0; }
if (typeof height === "undefined") { height = 0; }
return this._world.group.add(new Phaser.ScrollZone(this.game, key, x, y, width, height));
};
/**
* 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.
*/
GameObjectFactory.prototype.tilemap = function (key, mapData, format, resizeWorld, tileWidth, tileHeight) {
if (typeof resizeWorld === "undefined") { resizeWorld = true; }
if (typeof tileWidth === "undefined") { tileWidth = 0; }
if (typeof tileHeight === "undefined") { tileHeight = 0; }
return this._world.group.add(new Phaser.Tilemap(this.game, key, mapData, format, resizeWorld, tileWidth, tileHeight));
};
/**
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
*
* @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.
* @return {Phaser.Tween} The newly created tween object.
*/
GameObjectFactory.prototype.tween = function (obj, localReference) {
if (typeof localReference === "undefined") { localReference = false; }
return this.game.tweens.create(obj, localReference);
};
/**
* 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
*/
GameObjectFactory.prototype.existingSprite = function (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
*/
GameObjectFactory.prototype.existingGroup = function (group) {
return this._world.group.add(group);
};
/**
* 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
*/
GameObjectFactory.prototype.existingButton = function (button) {
return this._world.group.add(button);
};
/**
* 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
*/
//public existingGeomSprite(sprite: GeomSprite): GeomSprite {
// return this._world.group.add(sprite);
//}
/**
* 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
*/
//public existingEmitter(emitter: Phaser.ArcadeEmitter): Phaser.ArcadeEmitter {
// return this._world.group.add(emitter);
//}
/**
* 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
*/
GameObjectFactory.prototype.existingScrollZone = function (scrollZone) {
return this._world.group.add(scrollZone);
};
/**
* 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
*/
GameObjectFactory.prototype.existingTilemap = function (tilemap) {
return this._world.group.add(tilemap);
};
/**
* 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
*/
GameObjectFactory.prototype.existingTween = function (tween) {
return this.game.tweens.add(tween);
};
return GameObjectFactory;
})();
Phaser.GameObjectFactory = GameObjectFactory;
})(Phaser || (Phaser = {}));