/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ Phaser.GameObject.PixelField.FACTORY_KEY = 'pixelField'; /** * Create a new `Image` object. * * An Image is a light-weight object you can use to display anything that doesn't need physics or animation. * * It can still rotate, scale, crop and receive input events. * This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics. * * @method Phaser.GameObject.Factory#image * @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group. * @return {Phaser.Image} The newly created Image object. */ Phaser.GameObject.PixelField.FACTORY_ADD = function (x, y, pixelSize, group) { if (group === undefined) { group = this.state; } return group.children.add(new Phaser.GameObject.PixelField(this.state, x, y, pixelSize)); }; /** * Create a new Image object. * * An Image is a light-weight object you can use to display anything that doesn't need physics or animation. * It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics. * * @method Phaser.GameObjectCreator#image * @param {number} x - X position of the image. * @param {number} y - Y position of the image. * @return {Phaser.Image} the newly created sprite object. */ Phaser.GameObject.PixelField.FACTORY_MAKE = function (x, y, pixelSize) { return new Phaser.GameObject.PixelField(this.state, x, y, pixelSize); };