/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Mesh = require('./Mesh'); var GameObjectFactory = require('../GameObjectFactory'); /** * Creates a new Mesh Game Object and adds it to the Scene. * * Note: This method will only be available if the Mesh Game Object and WebGL support have been built into Phaser. * * @method Phaser.GameObjects.GameObjectFactory#mesh * @webglOnly * @since 3.0.0 * * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {number[]} vertices - An array containing the vertices data for this Mesh. * @param {number[]} uv - An array containing the uv data for this Mesh. * @param {number[]} colors - An array containing the color data for this Mesh. * @param {number[]} alphas - An array containing the alpha data for this Mesh. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. * * @return {Phaser.GameObjects.Mesh} The Game Object that was created. */ if (typeof WEBGL_RENDERER) { GameObjectFactory.register('mesh', function (x, y, vertices, uv, colors, alphas, texture, frame) { return this.displayList.add(new Mesh(this.scene, x, y, vertices, uv, colors, alphas, texture, frame)); }); } // When registering a factory function 'this' refers to the GameObjectFactory context. // // There are several properties available to use: // // this.scene - a reference to the Scene that owns the GameObjectFactory // this.displayList - a reference to the Display List the Scene owns // this.updateList - a reference to the Update List the Scene owns