/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ Phaser.GameObject.Sprite.FACTORY_KEY = 'sprite'; /** * Create a new Sprite with specific position and sprite sheet key. * * At its most basic a Sprite consists of a set of coordinates and a texture that is used when rendered. * They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input), * events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases. * * @method Phaser.GameObject.Factory#sprite * @param {number} [x=0] - The x coordinate of the sprite. The coordinate is relative to any parent container this sprite may be in. * @param {number} [y=0] - The y coordinate of the sprite. The coordinate is relative to any parent container this sprite may be in. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - The image used as a texture by this display object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture. * @param {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used. Use either an integer for a Frame ID or a string for a frame name. * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group. * @return {Phaser.Sprite} The newly created Sprite object. */ Phaser.GameObject.Sprite.FACTORY_ADD = function (x, y, key, frame, group) { if (group === undefined) { group = this.state; } return group.children.add(new Phaser.GameObject.Sprite(this.state, x, y, key, frame)); }; /** * Create a new Sprite with specific position and sprite sheet key. * * At its most basic a Sprite consists of a set of coordinates and a texture that is used when rendered. * They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input), * events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases. * * @method Phaser.GameObject.Factory#sprite * @param {number} [x=0] - The x coordinate of the sprite. The coordinate is relative to any parent container this sprite may be in. * @param {number} [y=0] - The y coordinate of the sprite. The coordinate is relative to any parent container this sprite may be in. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - The image used as a texture by this display object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture. * @param {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used. Use either an integer for a Frame ID or a string for a frame name. * @return {Phaser.Sprite} The newly created Sprite object. */ Phaser.GameObject.Sprite.FACTORY_MAKE = function (x, y, key, frame) { return new Phaser.GameObject.Sprite(this.state, x, y, key, frame); };