/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ Phaser.GameObject.Image.FACTORY_KEY = 'image'; /** * Create a new `Image` object. * * An Image is a light-weight object you can use to display anything that doesn't need physics or animation. * * It can still rotate, scale, crop and receive input events. * This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics. * * @method Phaser.GameObject.Factory#image * @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image 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.Image} The newly created Image object. */ Phaser.GameObject.Image.FACTORY_ADD = function (x, y, key, frame, group, name) { if (group === undefined) { group = this.state; } return group.children.add(new Phaser.GameObject.Image(this.game, x, y, key, frame, name)); }; /** * Create a new Image object. * * An Image is a light-weight object you can use to display anything that doesn't need physics or animation. * It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics. * * @method Phaser.GameObjectCreator#image * @param {number} x - X position of the image. * @param {number} y - Y position of the image. * @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {string|number} [frame] - 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. * @return {Phaser.Image} the newly created sprite object. */ Phaser.GameObject.Image.FACTORY_MAKE = function (x, y, key, frame) { return new Phaser.GameObject.Image(this.game, x, y, key, frame); };