/// /// /// /// /// /// /// /// /// /** * Phaser - GameObjectFactory * * A quick way to create new world objects and add existing objects to the current world. */ module Phaser { export class GameObjectFactory { /** * GameObjectFactory constructor * @param game {Game} A reference to the current Game. */ constructor(game: Phaser.Game) { this._game = game; this._world = this._game.world; } /** * Local private reference to Game */ private _game: Phaser.Game; /** * Local private reference to World */ private _world: Phaser.World; /** * Create a new camera with specific position and size. * * @param x {number} X position of the new camera. * @param y {number} Y position of the new camera. * @param width {number} Width of the new camera. * @param height {number} Height of the new camera. * @returns {Camera} The newly created camera object. */ public camera(x: number, y: number, width: number, height: number): Camera { return this._world.cameras.addCamera(x, y, width, height); } /** * Create a new GeomSprite with specific position. * * @param x {number} X position of the new geom sprite. * @param y {number} Y position of the new geom sprite. * @returns {GeomSprite} The newly created geom sprite object. */ //public geomSprite(x: number, y: number): GeomSprite { // return this._world.group.add(new GeomSprite(this._game, x, y)); //} /** * Create a new Button game object. * * @param [x] {number} X position of the button. * @param [y] {number} Y position of the button. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button. * @param [callback] {function} The function to call when this button is pressed * @param [callbackContext] {object} The context in which the callback will be called (usually 'this') * @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name. * @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name. * @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name. * @returns {Button} The newly created button object. */ public button(x?: number = 0, y?: number = 0, key?: string = null, callback? = null, callbackContext? = null, overFrame? = null, outFrame? = null, downFrame? = null): Button { return