Class: GameObjectFactory

Phaser. GameObjectFactory

Phaser.GameObjectFactory

new GameObjectFactory(game)

The Game Object Factory is a quick way to create all of the different sorts of core objects that Phaser uses.

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

Source:

Members

game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

Source:

world

Properties:
Name Type Description
world Phaser.World

A reference to the game world.

Source:

Methods

audio(key, volume, loop) → {Phaser.Sound}

Creates a new instance of the Sound class.

Parameters:
Name Type Description
key string

The Game.cache key of the sound that this object will use.

volume number

The volume at which the sound will be played.

loop boolean

Whether or not the sound will loop.

Source:
Returns:

The newly created text object.

Type
Phaser.Sound

bitmapText(x, y, text, style) → {Phaser.BitmapText}

  • Create a new <code>BitmapText</code>.
Parameters:
Name Type Description
x number

X position of the new bitmapText object.

y number

Y position of the new bitmapText object.

text string

The actual text that will be written.

style object

The style object containing style attributes like font, font size , etc.

Source:
Returns:

The newly created bitmapText object.

Type
Phaser.BitmapText

button(x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) → {Phaser.Button}

Creates a new <code>Button</code> object.

Parameters:
Name Type Argument Description
x number <optional>

X position of the new button object.

y number <optional>

Y position of the new button object.

key string <optional>

The image key as defined in the Game.Cache to use as the texture for this button.

callback function <optional>

The function to call when this button is pressed

callbackContext object <optional>

The context in which the callback will be called (usually 'this')

overFrame string | number <optional>

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.

outFrame string | number <optional>

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.

downFrame string | number <optional>

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.

Source:
Returns:

The newly created button object.

Type
Phaser.Button

child(group, x, y, key, frame) → {Phaser.Sprite}

Create a new Sprite with specific position and sprite sheet key that will automatically be added as a child of the given parent.

Parameters:
Name Type Argument Description
group Phaser.Group

The Group to add this child to.

x number

X position of the new sprite.

y number

Y position of the new sprite.

key string | RenderTexture <optional>

The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture.

frame string | number <optional>

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.

Source:
Returns:

the newly created sprite object.

Type
Phaser.Sprite

emitter(x, y, maxParticles) → {Phaser.Emitter}

Emitter is a lightweight particle emitter. It can be used for one-time explosions or for continuous effects like rain and fire. All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accorindgly.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The x coordinate within the Emitter that the particles are emitted from.

y number <optional>
0

The y coordinate within the Emitter that the particles are emitted from.

maxParticles number <optional>
50

The total number of particles in this emitter.

Source:
Returns:

The newly created emitter object.

Type
Phaser.Emitter

existing(object) → {*}

Adds an existing object to the game world.

Parameters:
Name Type Description
object *

An instance of Phaser.Sprite, Phaser.Button or any other display object..

Source:
Returns:

The child that was added to the Group.

Type
*

graphics(x, y) → {Phaser.Graphics}

Creates a new <code>Graphics</code> object.

Parameters:
Name Type Description
x number

X position of the new graphics object.

y number

Y position of the new graphics object.

Source:
Returns:

The newly created graphics object.

Type
Phaser.Graphics

group(parent, name) → {Phaser.Group}

A Group is a container for display objects that allows for fast pooling, recycling and collision checks.

Parameters:
Name Type Argument Default Description
parent *

The parent Group or DisplayObjectContainer that will hold this group, if any.

name string <optional>
group

A name for this Group. Not used internally but useful for debugging.

Source:
Returns:

The newly created group.

Type
Phaser.Group

renderTexture(key, width, height) → {Phaser.RenderTexture}

A dynamic initially blank canvas to which images can be drawn.

Parameters:
Name Type Description
key string

Asset key for the render texture.

width number

the width of the render texture.

height number

the height of the render texture.

Source:
Returns:

The newly created renderTexture object.

Type
Phaser.RenderTexture

sprite(x, y, key, frame) → {Phaser.Sprite}

Create a new Sprite with specific position and sprite sheet key.

Parameters:
Name Type Argument Description
x number

X position of the new sprite.

y number

Y position of the new sprite.

key string | Phaser.RenderTexture | PIXI.Texture

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.

frame string | number <optional>

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.

Source:
Returns:

the newly created sprite object.

Type
Phaser.Sprite

text(x, y, text, style) → {Phaser.Text}

Creates a new <code>Text</code>.

Parameters:
Name Type Description
x number

X position of the new text object.

y number

Y position of the new text object.

text string

The actual text that will be written.

style object

The style object containing style attributes like font, font size , etc.

Source:
Returns:

The newly created text object.

Type
Phaser.Text

tilemap(key) → {Phaser.Tilemap}

Creates a new Tilemap object.

Parameters:
Name Type Description
key string

Asset key for the JSON file.

Source:
Returns:

The newly created tilemap object.

Type
Phaser.Tilemap

tilemapLayer(x, y, width, height) → {Phaser.TilemapLayer}

Creates a new Tilemap Layer object.

Parameters:
Name Type Description
x number

X position of the new tilemapLayer.

y number

Y position of the new tilemapLayer.

width number

the width of the tilemapLayer.

height number

the height of the tilemapLayer.

Source:
Returns:

The newly created tilemaplayer object.

Type
Phaser.TilemapLayer

tileset(key) → {Phaser.Tileset}

Creates a new Tileset object.

Parameters:
Name Type Description
key string

The image key as defined in the Game.Cache to use as the tileset.

Source:
Returns:

The newly created tileset object.

Type
Phaser.Tileset

tileSprite(x, y, width, height, key, frame) → {Phaser.TileSprite}

Creates a new <code>TileSprite</code>.

Parameters:
Name Type Description
x number

X position of the new tileSprite.

y number

Y position of the new tileSprite.

width number

the width of the tilesprite.

height number

the height of the tilesprite.

key string | Phaser.RenderTexture | PIXI.Texture

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.

frame string | number

If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.

Source:
Returns:

The newly created tileSprite object.

Type
Phaser.TileSprite

tween(obj) → {Phaser.Tween}

Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.

Parameters:
Name Type Description
obj object

Object the tween will be run on.

Source:
Returns:

Description.

Type
Phaser.Tween
Phaser Copyright © 2012-2013 Photon Storm Ltd.
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