/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Blitter = require('./Blitter'); var BuildGameObject = require('../BuildGameObject'); var GameObjectCreator = require('../GameObjectCreator'); var GetAdvancedValue = require('../../utils/object/GetAdvancedValue'); /** * Creates a new Blitter Game Object and returns it. * * Note: This method will only be available if the Blitter Game Object has been built into Phaser. * * @method Phaser.GameObjects.GameObjectCreator#blitter * @since 3.0.0 * * @param {object} config - The configuration object this Game Object will use to create itself. * @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. * * @return {Phaser.GameObjects.Blitter} The Game Object that was created. */ GameObjectCreator.register('blitter', function (config, addToScene) { if (config === undefined) { config = {}; } var key = GetAdvancedValue(config, 'key', null); var frame = GetAdvancedValue(config, 'frame', null); var blitter = new Blitter(this.scene, 0, 0, key, frame); if (addToScene !== undefined) { config.add = addToScene; } BuildGameObject(this.scene, blitter, config); return blitter; }); // When registering a factory function 'this' refers to the GameObjectCreator context.