Phaser.GameObjectFactory = function (game) { this.game = game; this.world = this.game.world; }; Phaser.GameObjectFactory.prototype = { game: null, world: null, /** * 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. */ sprite: function (x, y, key, frame) { return this.world.add(new Phaser.Sprite(this.game, x, y, key, frame)); }, /** * 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. */ tween: function (obj, localReference) { return this.game.tweens.create(obj, localReference); }, audio: function (key, volume, loop) { return this.game.sound.add(key, volume, loop); }, tileSprite: function (x, y, width, height, key, frame) { return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame)); }, text: function (x, y, text, style) { return this.world.add(new Phaser.Text(this.game, x, y, text, style)); }, };