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 |
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game |
Phaser.Game | A reference to the currently running game. |
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Members
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game
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Properties:
Name Type Description game
Phaser.Game A reference to the currently running Game.
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world
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Properties:
Name Type Description world
Phaser.World A reference to the game world.
Methods
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audio(key, volume, loop) → {Phaser.Sound}
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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.
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Returns:
The newly created text object.
- Type
- Phaser.Sound
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bitmapText(x, y, text, style) → {Phaser.BitmapText}
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- 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.
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Returns:
The newly created bitmapText object.
- Type
- Phaser.BitmapText
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button(x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) → {Phaser.Button}
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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.
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Returns:
The newly created button object.
- Type
- Phaser.Button
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child(group, x, y, key, frame) → {Phaser.Sprite}
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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.
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Returns:
the newly created sprite object.
- Type
- Phaser.Sprite
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emitter(x, y, maxParticles) → {Phaser.Emitter}
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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.
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Returns:
The newly created emitter object.
- Type
- Phaser.Emitter
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existing(object) → {*}
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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..
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Returns:
The child that was added to the Group.
- Type
- *
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graphics(x, y) → {Phaser.Graphics}
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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.
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Returns:
The newly created graphics object.
- Type
- Phaser.Graphics
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group(parent, name) → {Phaser.Group}
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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.
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Returns:
The newly created group.
- Type
- Phaser.Group
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renderTexture(key, width, height) → {Phaser.RenderTexture}
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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.
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Returns:
The newly created renderTexture object.
- Type
- Phaser.RenderTexture
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sprite(x, y, key, frame) → {Phaser.Sprite}
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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.
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Returns:
the newly created sprite object.
- Type
- Phaser.Sprite
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text(x, y, text, style) → {Phaser.Text}
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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.
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Returns:
The newly created text object.
- Type
- Phaser.Text
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tilemap(key) → {Phaser.Tilemap}
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Creates a new Tilemap object.
Parameters:
Name Type Description key
string Asset key for the JSON file.
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Returns:
The newly created tilemap object.
- Type
- Phaser.Tilemap
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tilemapLayer(x, y, width, height) → {Phaser.TilemapLayer}
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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.
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Returns:
The newly created tilemaplayer object.
- Type
- Phaser.TilemapLayer
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tileset(key) → {Phaser.Tileset}
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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.
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Returns:
The newly created tileset object.
- Type
- Phaser.Tileset
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tileSprite(x, y, width, height, key, frame) → {Phaser.TileSprite}
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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.
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Returns:
The newly created tileSprite object.
- Type
- Phaser.TileSprite
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tween(obj) → {Phaser.Tween}
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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.
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Returns:
Description.
- Type
- Phaser.Tween