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Added doc for GameObjectFactory.register
and GameObjectFactory.remove
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1 changed files with 27 additions and 3 deletions
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@ -105,7 +105,7 @@ var GameObjectFactory = new Class({
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/**
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* Adds an existing Game Object to this Scene.
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*
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*
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* If the Game Object renders, it will be added to the Display List.
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* If it has a `preUpdate` method, it will be added to the Update List.
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*
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@ -167,8 +167,20 @@ var GameObjectFactory = new Class({
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});
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// Static method called directly by the Game Object factory functions
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/**
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* Static method called directly by the Game Object factory functions.
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* With this method you can register a custom GameObject factory in the GameObjectFactory,
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* providing a name (`factoryType`) and the constructor (`factoryFunction`) in order
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* to be called when you call to Phaser.Scene.add[ factoryType ] method.
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*
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* @name Phaser.GameObjects.GameObjectFactory.register
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* @type {function}
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* @static
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* @since 3.0.0
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*
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* @param {string} factoryType - The key of the factory that you will use to call to Phaser.Scene.add[ factoryType ] method.
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* @param {function} factoryFunction - The constructor function to be called when you invoke to the Phaser.Scene.add method.
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*/
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GameObjectFactory.register = function (factoryType, factoryFunction)
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{
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if (!GameObjectFactory.prototype.hasOwnProperty(factoryType))
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@ -177,6 +189,18 @@ GameObjectFactory.register = function (factoryType, factoryFunction)
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}
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};
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/**
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* Static method called directly by the Game Object factory functions.
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* With this method you can remove a custom GameObject factory registered in the GameObjectFactory,
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* providing a its `factoryType`.
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*
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* @name Phaser.GameObjects.GameObjectFactory.remove
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* @type {function}
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* @static
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* @since 3.0.0
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*
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* @param {string} factoryType - The key of the factory that you want to remove from the GameObjectFactory.
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*/
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GameObjectFactory.remove = function (factoryType)
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{
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if (GameObjectFactory.prototype.hasOwnProperty(factoryType))
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