Added doc for GameObjectFactory.register and GameObjectFactory.remove

This commit is contained in:
Javier García Álvarez 2019-12-18 11:32:29 +01:00
parent 5cb7d8484f
commit 718db273c2

View file

@ -167,8 +167,20 @@ var GameObjectFactory = new Class({
});
// Static method called directly by the Game Object factory functions
/**
* Static method called directly by the Game Object factory functions.
* With this method you can register a custom GameObject factory in the GameObjectFactory,
* providing a name (`factoryType`) and the constructor (`factoryFunction`) in order
* to be called when you call to Phaser.Scene.add[ factoryType ] method.
*
* @name Phaser.GameObjects.GameObjectFactory.register
* @type {function}
* @static
* @since 3.0.0
*
* @param {string} factoryType - The key of the factory that you will use to call to Phaser.Scene.add[ factoryType ] method.
* @param {function} factoryFunction - The constructor function to be called when you invoke to the Phaser.Scene.add method.
*/
GameObjectFactory.register = function (factoryType, factoryFunction)
{
if (!GameObjectFactory.prototype.hasOwnProperty(factoryType))
@ -177,6 +189,18 @@ GameObjectFactory.register = function (factoryType, factoryFunction)
}
};
/**
* Static method called directly by the Game Object factory functions.
* With this method you can remove a custom GameObject factory registered in the GameObjectFactory,
* providing a its `factoryType`.
*
* @name Phaser.GameObjects.GameObjectFactory.remove
* @type {function}
* @static
* @since 3.0.0
*
* @param {string} factoryType - The key of the factory that you want to remove from the GameObjectFactory.
*/
GameObjectFactory.remove = function (factoryType)
{
if (GameObjectFactory.prototype.hasOwnProperty(factoryType))