/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Game Object Factory is a quick way to create all of the different sorts of core objects that Phaser uses. * * @class Phaser.GameObjectFactory * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.GameObjectFactory = function (game) { /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {Phaser.World} world - A reference to the game world. */ this.world = this.game.world; }; Phaser.GameObjectFactory.prototype = { /** * Adds an existing object to the game world. * @method Phaser.GameObjectFactory#existing * @param {*} object - An instance of Phaser.Sprite, Phaser.Button or any other display object.. * @return {*} The child that was added to the Group. */ existing: function (object) { return this.world.add(object); }, /** * Create a new Sprite with specific position and sprite sheet key. * * @method Phaser.GameObjectFactory#sprite * @param {number} x - X position of the new sprite. * @param {number} y - Y position of the new sprite. * @param {string|Phaser.RenderTexture|PIXI.Texture} key - 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. * @param {string|number} [frame] - 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. * @returns {Phaser.Sprite} the newly created sprite object. */ sprite: function (x, y, key, frame) { return this.world.create(x, y, key, frame); }, /** * Create a new Sprite with specific position and sprite sheet key that will automatically be added as a child of the given parent. * * @method Phaser.GameObjectFactory#child * @param {Phaser.Group} group - The Group to add this child to. * @param {number} x - X position of the new sprite. * @param {number} y - Y position of the new sprite. * @param {string|RenderTexture} [key] - The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture. * @param {string|number} [frame] - 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. * @returns {Phaser.Sprite} the newly created sprite object. */ child: function (group, x, y, key, frame) { return group.create(x, y, key, frame); }, /** * Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite. * * @method Phaser.GameObjectFactory#tween * @param {object} obj - Object the tween will be run on. * @return {Phaser.Tween} Description. */ tween: function (obj) { return this.game.tweens.create(obj); }, /** * A Group is a container for display objects that allows for fast pooling, recycling and collision checks. * * @method Phaser.GameObjectFactory#group * @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any. * @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging. * @return {Phaser.Group} The newly created group. */ group: function (parent, name) { return new Phaser.Group(this.game, parent, name); }, /** * Creates a new instance of the Sound class. * * @method Phaser.GameObjectFactory#audio * @param {string} key - The Game.cache key of the sound that this object will use. * @param {number} volume - The volume at which the sound will be played. * @param {boolean} loop - Whether or not the sound will loop. * @return {Phaser.Sound} The newly created text object. */ audio: function (key, volume, loop) { return this.game.sound.add(key, volume, loop); }, /** * Creates a new TileSprite. * * @method Phaser.GameObjectFactory#tileSprite * @param {number} x - X position of the new tileSprite. * @param {number} y - Y position of the new tileSprite. * @param {number} width - the width of the tilesprite. * @param {number} height - the height of the tilesprite. * @param {string|Phaser.RenderTexture|PIXI.Texture} key - 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. * @param {string|number} frame - 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. * @return {Phaser.TileSprite} The newly created tileSprite object. */ tileSprite: function (x, y, width, height, key, frame) { return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame)); }, /** * Creates a new Text. * * @method Phaser.GameObjectFactory#text * @param {number} x - X position of the new text object. * @param {number} y - Y position of the new text object. * @param {string} text - The actual text that will be written. * @param {object} style - The style object containing style attributes like font, font size , etc. * @return {Phaser.Text} The newly created text object. */ text: function (x, y, text, style) { return this.world.add(new Phaser.Text(this.game, x, y, text, style)); }, /** * Creates a new Button object. * * @method Phaser.GameObjectFactory#button * @param {number} [x] X position of the new button object. * @param {number} [y] Y position of the new button object. * @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button. * @param {function} [callback] The function to call when this button is pressed * @param {object} [callbackContext] The context in which the callback will be called (usually 'this') * @param {string|number} [overFrame] 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 {string|number} [outFrame] 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 {string|number} [downFrame] 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. * @return {Phaser.Button} The newly created button object. */ button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) { return this.world.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame)); }, /** * Creates a new Graphics object. * * @method Phaser.GameObjectFactory#graphics * @param {number} x - X position of the new graphics object. * @param {number} y - Y position of the new graphics object. * @return {Phaser.Graphics} The newly created graphics object. */ graphics: function (x, y) { return this.world.add(new Phaser.Graphics(this.game, x, y)); }, /** * 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. * * @method Phaser.GameObjectFactory#emitter * @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from. * @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from. * @param {number} [maxParticles=50] - The total number of particles in this emitter. * @return {Phaser.Emitter} The newly created emitter object. */ emitter: function (x, y, maxParticles) { return this.game.particles.add(new Phaser.Particles.Arcade.Emitter(this.game, x, y, maxParticles)); }, /** * * Create a new BitmapText. * * @method Phaser.GameObjectFactory#bitmapText * @param {number} x - X position of the new bitmapText object. * @param {number} y - Y position of the new bitmapText object. * @param {string} text - The actual text that will be written. * @param {object} style - The style object containing style attributes like font, font size , etc. * @return {Phaser.BitmapText} The newly created bitmapText object. */ bitmapText: function (x, y, text, style) { return this.world.add(new Phaser.BitmapText(this.game, x, y, text, style)); }, /** * Creates a new Tilemap object. * * @method Phaser.GameObjectFactory#tilemap * @param {string} key - Asset key for the JSON file. * @return {Phaser.Tilemap} The newly created tilemap object. */ tilemap: function (key) { return new Phaser.Tilemap(this.game, key); }, /** * Creates a new Tileset object. * * @method Phaser.GameObjectFactory#tileset * @param {string} key - The image key as defined in the Game.Cache to use as the tileset. * @return {Phaser.Tileset} The newly created tileset object. */ tileset: function (key) { return this.game.cache.getTileset(key); }, /** * Creates a new Tilemap Layer object. * * @method Phaser.GameObjectFactory#tilemapLayer * @param {number} x - X position of the new tilemapLayer. * @param {number} y - Y position of the new tilemapLayer. * @param {number} width - the width of the tilemapLayer. * @param {number} height - the height of the tilemapLayer. * @return {Phaser.TilemapLayer} The newly created tilemaplayer object. */ tilemapLayer: function (x, y, width, height, tileset, tilemap, layer) { return this.world.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer)); }, /** * A dynamic initially blank canvas to which images can be drawn. * * @method Phaser.GameObjectFactory#renderTexture * @param {string} key - Asset key for the render texture. * @param {number} width - the width of the render texture. * @param {number} height - the height of the render texture. * @return {Phaser.RenderTexture} The newly created renderTexture object. */ renderTexture: function (key, width, height) { var texture = new Phaser.RenderTexture(this.game, key, width, height); this.game.cache.addRenderTexture(key, texture); return texture; }, /** * A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites. * * @method Phaser.GameObjectFactory#bitmapData * @param {string} [key] - A key the BitmapData will use when added to the Phaser.Cache. If none is given a UUID is generated. * @param {number} [width=256] - The width of the BitmapData in pixels. * @param {number} [height=256] - The height of the BitmapData in pixels. * @return {Phaser.BitmapData} The newly created BitmapData object. */ bitmapData: function (key, width, height) { // var bmd = new Phaser.BitmapData(this.game, key, width, height); // return this.game.cache.addBitmapData(bmd.name, bmd); return this.world.add(new Phaser.BitmapData(this.game, x, y, width, height, tileset, tilemap, layer)); } };