/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ Phaser.GameObject.Creature.FACTORY_KEY = 'creature'; /** * Create a new Creature Animation object. * * Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios. * * It allows you to display animated Game Objects that were created with the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/). * * Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games. * * Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them * loaded before your Phaser game boots. * * See the Phaser custom build process for more details. * * @method Phaser.GameObject.Factory#creature * @param {number} [x=0] - The x coordinate of the creature. The coordinate is relative to any parent container this creature may be in. * @param {number} [y=0] - The y coordinate of the creature. The coordinate is relative to any parent container this creature may be in. * @param {string|PIXI.Texture} [key] - The image used as a texture by this creature object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a PIXI.Texture. * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group. * @return {Phaser.Creature} The newly created Sprite object. */ Phaser.GameObject.Creature.FACTORY_ADD = function (x, y, key, mesh, group) { if (group === undefined) { group = this.world; } var obj = new Phaser.GameObject.Creature(this.game, x, y, key, mesh); group.add(obj); return obj; }; /** * Create a new Creature Animation object. * * Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios. * * It allows you to display animated Game Objects that were created with the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/). * * Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games. * * Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them * loaded before your Phaser game boots. * * See the Phaser custom build process for more details. * * @method Phaser.GameObject.Factory#creature * @param {number} [x=0] - The x coordinate of the creature. The coordinate is relative to any parent container this creature may be in. * @param {number} [y=0] - The y coordinate of the creature. The coordinate is relative to any parent container this creature may be in. * @param {string|PIXI.Texture} [key] - The image used as a texture by this creature object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a PIXI.Texture. * @return {Phaser.Creature} The newly created Sprite object. */ Phaser.GameObject.Creature.FACTORY_MAKE = function (x, y, key, mesh) { return new Phaser.GameObject.Creature(this.game, x, y, key, mesh); };