<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Class: GameObjectCreator</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a 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href="global.html#displayList">displayList</a> </li> <li class="class-depth-0"> <a href="global.html#DOWN">DOWN</a> </li> <li class="class-depth-0"> <a href="global.html#drawCircle">drawCircle</a> </li> <li class="class-depth-0"> <a href="global.html#drawEllipse">drawEllipse</a> </li> <li class="class-depth-0"> <a href="global.html#drawPolygon">drawPolygon</a> </li> <li class="class-depth-0"> <a href="global.html#drawRect">drawRect</a> </li> <li class="class-depth-0"> <a href="global.html#drawRoundedRect">drawRoundedRect</a> </li> <li class="class-depth-0"> <a href="global.html#drawShape">drawShape</a> </li> <li class="class-depth-0"> <a href="global.html#ELLIPSE">ELLIPSE</a> </li> <li class="class-depth-0"> <a href="global.html#emit">emit</a> </li> <li class="class-depth-0"> <a href="global.html#EMITTER">EMITTER</a> </li> <li class="class-depth-0"> <a href="global.html#endFill">endFill</a> </li> <li class="class-depth-0"> <a href="global.html#GAMES">GAMES</a> </li> <li class="class-depth-0"> <a href="global.html#generateTexture">generateTexture</a> </li> <li class="class-depth-0"> <a href="global.html#getBounds">getBounds</a> </li> <li class="class-depth-0"> <a href="global.html#getLocalBounds">getLocalBounds</a> </li> <li class="class-depth-0"> <a href="global.html#GRAPHICS">GRAPHICS</a> </li> <li class="class-depth-0"> <a href="global.html#GROUP">GROUP</a> </li> <li class="class-depth-0"> <a href="global.html#HEADLESS">HEADLESS</a> </li> <li class="class-depth-0"> <a href="global.html#HORIZONTAL">HORIZONTAL</a> </li> <li class="class-depth-0"> <a href="global.html#IMAGE">IMAGE</a> </li> <li class="class-depth-0"> <a href="global.html#LANDSCAPE">LANDSCAPE</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT">LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT_CENTER">LEFT_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT_TOP">LEFT_TOP</a> </li> <li class="class-depth-0"> <a href="global.html#LINE">LINE</a> </li> <li class="class-depth-0"> <a href="global.html#lineStyle">lineStyle</a> </li> <li class="class-depth-0"> <a href="global.html#lineTo">lineTo</a> </li> <li class="class-depth-0"> <a href="global.html#listeners">listeners</a> </li> <li class="class-depth-0"> <a href="global.html#MATRIX">MATRIX</a> </li> <li class="class-depth-0"> <a href="global.html#mixin">mixin</a> </li> <li class="class-depth-0"> <a href="global.html#moveTo">moveTo</a> </li> <li class="class-depth-0"> <a href="global.html#NONE">NONE</a> </li> <li class="class-depth-0"> <a href="global.html#off">off</a> </li> <li class="class-depth-0"> <a href="global.html#on">on</a> </li> <li class="class-depth-0"> <a href="global.html#once">once</a> </li> <li class="class-depth-0"> <a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a> </li> <li class="class-depth-2"> <a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints return {number} The total number of PathPoints in this Path.</a> </li> <li class="class-depth-0"> <a href="global.html#POINT">POINT</a> </li> <li class="class-depth-0"> <a href="global.html#POINTER">POINTER</a> </li> <li class="class-depth-0"> <a href="global.html#POLYGON">POLYGON</a> </li> <li class="class-depth-0"> <a href="global.html#PORTRAIT">PORTRAIT</a> </li> <li class="class-depth-0"> <a href="global.html#quadraticCurveTo">quadraticCurveTo</a> </li> <li class="class-depth-0"> <a href="global.html#RECTANGLE">RECTANGLE</a> </li> <li class="class-depth-0"> <a href="global.html#removeAllListeners">removeAllListeners</a> </li> <li class="class-depth-0"> <a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a> </li> <li class="class-depth-0"> <a href="global.html#RETROFONT">RETROFONT</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT">RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT_TOP">RIGHT_TOP</a> </li> <li class="class-depth-0"> <a href="global.html#ROPE">ROPE</a> </li> <li class="class-depth-0"> <a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a> </li> <li class="class-depth-0"> <a href="global.html#scaleModes">scaleModes</a> </li> <li class="class-depth-0"> <a href="global.html#SPRITE">SPRITE</a> </li> <li class="class-depth-0"> <a href="global.html#SPRITEBATCH">SPRITEBATCH</a> </li> <li class="class-depth-0"> <a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a> </li> <li class="class-depth-0"> <a href="global.html#stopPropagation">stopPropagation</a> </li> <li class="class-depth-0"> <a href="global.html#TEXT">TEXT</a> </li> <li class="class-depth-0"> <a href="global.html#TILEMAP">TILEMAP</a> </li> <li class="class-depth-0"> <a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a> </li> <li class="class-depth-0"> <a href="global.html#TILESPRITE">TILESPRITE</a> </li> <li class="class-depth-0"> <a href="global.html#TOP_CENTER">TOP_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#TOP_LEFT">TOP_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#TOP_RIGHT">TOP_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#UP">UP</a> </li> <li class="class-depth-0"> <a href="global.html#updateLocalBounds">updateLocalBounds</a> </li> <li class="class-depth-0"> <a href="global.html#VERSION">VERSION</a> </li> <li class="class-depth-0"> <a href="global.html#VERTICAL">VERTICAL</a> </li> <li class="class-depth-0"> <a href="global.html#VIDEO">VIDEO</a> </li> <li class="class-depth-0"> <a href="global.html#WEBGL">WEBGL</a> </li> <li class="class-depth-0"> <a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a> </li> <li class="class-depth-0"> <a href="global.html#WEBGL_MULTI">WEBGL_MULTI</a> </li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li> <li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li> <li class="class-depth-1"><a href="Phaser.World.html">World</a></li> <li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li> <li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li> <li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li> <li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li> <li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li> <li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li> <li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li> <li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li> <li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li> <li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li> <li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li> <li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li> <li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li> <li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li> <li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li> <li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li> <li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li> <li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li> <li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li> <li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li> <li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li> <li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li> <li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li> <li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li> <li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li> <li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li> <li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li> <li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li> <li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li> <li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li> <li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li> <li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li> <li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li> <li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li> <li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li> <li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li> <li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li> <li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li> <li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li> <li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li> <li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li> <li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li> <li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li> <li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li> <li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li> <li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li> <li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li> <li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span8"> <div id="main"> <!--<h1 class="page-title">Class: GameObjectCreator</h1>--> <section> <header> <h2> <span class="ancestors"><a href="Phaser.html">Phaser</a>.</span> GameObjectCreator </h2> </header> <article> <div class="container-overview"> <dt> <h4 class="name " id="GameObjectCreator"><span class="type-signature"></span>new GameObjectCreator<span class="signature">(game)</span><span class="type-signature"></span></h4> </dt> <dd> <div class="description"> <p>The GameObjectCreator is a quick way to create common game objects <em>without</em> adding them to the game world.<br>The object creator can be accessed with <a href="Phaser.Game.html#make"><code><code>game.make</code></code></a>.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>game</code></td> <td class="type"> <span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span> </td> <td class="description last"><p>A reference to the currently running game.</p></td> </tr> </tbody> </table> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-15">line 15</a> </dt> </dl> </dd> </div> <h3 class="subsection-title">Members</h3> <dl> <dt> <h4 class="name " id="game"><span class="type-signature"><internal> </span>game<span class="type-signature"> :<a href="Phaser.Game.html">Phaser.Game</a></span></h4> </dt> <dd> <div class="description"> <p>A reference to the currently running Game.</p> </div> <dl class="details"> <dt class="important tag-deprecated">Internal:</dt> <dd class="tag-deprecated"><ul> <li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li> </ul></dd> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-21">line 21</a> </dt> </dl> </dd> <dt> <h4 class="name " id="world"><span class="type-signature"><internal> </span>world<span class="type-signature"> :<a href="Phaser.World.html">Phaser.World</a></span></h4> </dt> <dd> <div class="description"> <p>A reference to the game world.</p> </div> <dl class="details"> <dt class="important tag-deprecated">Internal:</dt> <dd class="tag-deprecated"><ul> <li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li> </ul></dd> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-27">line 27</a> </dt> </dl> </dd> </dl> <h3 class="subsection-title">Methods</h3> <dl> <dt> <h4 class="name " id="audio"><span class="type-signature"></span>audio<span class="signature">(key, <span class="optional">volume</span>, <span class="optional">loop</span>, <span class="optional">connect</span>)</span><span class="type-signature"> → {<a href="Phaser.Sound.html">Phaser.Sound</a>}</span></h4> </dt> <dd> <div class="description"> <p>Creates a new Sound object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>The Game.cache key of the sound that this object will use.</p></td> </tr> <tr> <td class="name"><code>volume</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 1 </td> <td class="description last"><p>The volume at which the sound will be played.</p></td> </tr> <tr> <td class="name"><code>loop</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> false </td> <td class="description last"><p>Whether or not the sound will loop.</p></td> </tr> <tr> <td class="name"><code>connect</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> true </td> <td class="description last"><p>Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.Sound.html">Phaser.Sound</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created text object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-118">line 118</a> </dt> </dl> </dd> <dt> <h4 class="name " id="audioSprite"><span class="type-signature"></span>audioSprite<span class="signature">(key)</span><span class="type-signature"> → {<a href="Phaser.AudioSprite.html">Phaser.AudioSprite</a>}</span></h4> </dt> <dd> <div class="description"> <p>Creates a new AudioSprite object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="description last"><p>The Game.cache key of the sound that this object will use.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.AudioSprite.html">Phaser.AudioSprite</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created AudioSprite object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-134">line 134</a> </dt> </dl> </dd> <dt> <h4 class="name " id="bitmapData"><span class="type-signature"></span>bitmapData<span class="signature">(<span class="optional">width</span>, <span class="optional">height</span>, <span class="optional">key</span>, <span class="optional">addToCache</span>)</span><span class="type-signature"> → {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4> </dt> <dd> <div class="description"> <p>Create a BitmpaData object.</p> <p>A BitmapData object can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>width</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 256 </td> <td class="description last"><p>The width of the BitmapData in pixels.</p></td> </tr> <tr> <td class="name"><code>height</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 256 </td> <td class="description last"><p>The height of the BitmapData in pixels.</p></td> </tr> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> '' </td> <td class="description last"><p>Asset key for the BitmapData when stored in the Cache (see addToCache parameter).</p></td> </tr> <tr> <td class="name"><code>addToCache</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> false </td> <td class="description last"><p>Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created BitmapData object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-379">line 379</a> </dt> </dl> </dd> <dt> <h4 class="name " id="bitmapText"><span class="type-signature"></span>bitmapText<span class="signature">(x, y, font, <span class="optional">text</span>, <span class="optional">size</span>, <span class="optional">align</span>)</span><span class="type-signature"> → {<a href="Phaser.BitmapText.html">Phaser.BitmapText</a>}</span></h4> </dt> <dd> <div class="description"> <p>Create a new BitmapText object.</p> <p>BitmapText objects work by taking a texture file and an XML file that describes the font structure.<br>It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to<br>match the font structure.</p> <p>BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability<br>to use Web Fonts. However you trade this flexibility for pure rendering speed. You can also create visually compelling BitmapTexts by<br>processing the font texture in an image editor first, applying fills and any other effects required.</p> <p>To create multi-line text insert \r, \n or \r\n escape codes into the text string.</p> <p>To create a BitmapText data files you can use:</p> <p>BMFont (Windows, free): http://www.angelcode.com/products/bmfont/<br>Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner<br>Littera (Web-based, free): http://kvazars.com/littera/</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>X coordinate to display the BitmapText object at.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>Y coordinate to display the BitmapText object at.</p></td> </tr> <tr> <td class="name"><code>font</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>The key of the BitmapText as stored in Phaser.Cache.</p></td> </tr> <tr> <td class="name"><code>text</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> '' </td> <td class="description last"><p>The text that will be rendered. This can also be set later via BitmapText.text.</p></td> </tr> <tr> <td class="name"><code>size</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 32 </td> <td class="description last"><p>The size the font will be rendered at in pixels.</p></td> </tr> <tr> <td class="name"><code>align</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 'left' </td> <td class="description last"><p>The alignment of multi-line text. Has no effect if there is only one line of text.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.BitmapText.html">Phaser.BitmapText</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created bitmapText object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-297">line 297</a> </dt> </dl> </dd> <dt> <h4 class="name " id="button"><span class="type-signature"></span>button<span class="signature">(<span class="optional">x</span>, <span class="optional">y</span>, <span class="optional">key</span>, <span class="optional">callback</span>, <span class="optional">callbackContext</span>, <span class="optional">overFrame</span>, <span class="optional">outFrame</span>, <span class="optional">downFrame</span>, <span class="optional">upFrame</span>)</span><span class="type-signature"> → {<a href="Phaser.Button.html">Phaser.Button</a>}</span></h4> </dt> <dd> <div class="description"> <p>Creates a new Button object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="description last"><p>X position of the new button object.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="description last"><p>Y position of the new button object.</p></td> </tr> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> <optional><br> </td> <td class="description last"><p>The image key as defined in the Game.Cache to use as the texture for this button.</p></td> </tr> <tr> <td class="name"><code>callback</code></td> <td class="type"> <span class="param-type">function</span> </td> <td class="attributes"> <optional><br> </td> <td class="description last"><p>The function to call when this button is pressed</p></td> </tr> <tr> <td class="name"><code>callbackContext</code></td> <td class="type"> <span class="param-type">object</span> </td> <td class="attributes"> <optional><br> </td> <td class="description last"><p>The context in which the callback will be called (usually 'this')</p></td> </tr> <tr> <td class="name"><code>overFrame</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="description last"><p>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.</p></td> </tr> <tr> <td class="name"><code>outFrame</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="description last"><p>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.</p></td> </tr> <tr> <td class="name"><code>downFrame</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="description last"><p>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.</p></td> </tr> <tr> <td class="name"><code>upFrame</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="description last"><p>This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created button object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-215">line 215</a> </dt> </dl> </dd> <dt> <h4 class="name " id="emitter"><span class="type-signature"></span>emitter<span class="signature">(<span class="optional">x</span>, <span class="optional">y</span>, <span class="optional">maxParticles</span>)</span><span class="type-signature"> → {Phaser.Emitter}</span></h4> </dt> <dd> <div class="description"> <p>Creat a new Emitter.</p> <p>An Emitter is a lightweight particle emitter. It can be used for one-time explosions or for<br>continuous effects like rain and fire. All it really does is launch Particle objects out<br>at set intervals, and fixes their positions and velocities accorindgly.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>The x coordinate within the Emitter that the particles are emitted from.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>The y coordinate within the Emitter that the particles are emitted from.</p></td> </tr> <tr> <td class="name"><code>maxParticles</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 50 </td> <td class="description last"><p>The total number of particles in this emitter.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type">Phaser.Emitter</span> - </div> <div class="returns-desc param-desc"> <p>The newly created emitter object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-250">line 250</a> </dt> </dl> </dd> <dt> <h4 class="name " id="filter"><span class="type-signature"></span>filter<span class="signature">(filter)</span><span class="type-signature"> → {<a href="Phaser.Filter.html">Phaser.Filter</a>}</span></h4> </dt> <dd> <div class="description"> <p>A WebGL shader/filter that can be applied to Sprites.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>filter</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="description last"><p>The name of the filter you wish to create, for example HueRotate or SineWave.</p></td> </tr> <tr> <td class="name"><code></code></td> <td class="type"> <span class="param-type">any</span> </td> <td class="description last"><p>Whatever parameters are needed to be passed to the filter init function.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.Filter.html">Phaser.Filter</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created Phaser.Filter object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-407">line 407</a> </dt> </dl> </dd> <dt> <h4 class="name " id="graphics"><span class="type-signature"></span>graphics<span class="signature">(<span class="optional">x</span>, <span class="optional">y</span>)</span><span class="type-signature"> → {<a href="Phaser.Graphics.html">Phaser.Graphics</a>}</span></h4> </dt> <dd> <div class="description"> <p>Creates a new Graphics object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>X position of the new graphics object.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>Y position of the new graphics object.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.Graphics.html">Phaser.Graphics</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created graphics object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-236">line 236</a> </dt> </dl> </dd> <dt> <h4 class="name " id="group"><span class="type-signature"></span>group<span class="signature">(parent, <span class="optional">name</span>, <span class="optional">addToStage</span>, <span class="optional">enableBody</span>, <span class="optional">physicsBodyType</span>)</span><span class="type-signature"> → {<a href="Phaser.Group.html">Phaser.Group</a>}</span></h4> </dt> <dd> <div class="description"> <p>A Group is a container for display objects that allows for fast pooling, recycling and collision checks.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>parent</code></td> <td class="type"> <span class="param-type">any</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>The parent Group or DisplayObjectContainer that will hold this group, if any.</p></td> </tr> <tr> <td class="name"><code>name</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 'group' </td> <td class="description last"><p>A name for this Group. Not used internally but useful for debugging.</p></td> </tr> <tr> <td class="name"><code>addToStage</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> false </td> <td class="description last"><p>If set to true this Group will be added directly to the Game.Stage instead of Game.World.</p></td> </tr> <tr> <td class="name"><code>enableBody</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> false </td> <td class="description last"><p>If true all Sprites created with <code>Group.create</code> or <code>Group.createMulitple</code> will have a physics body created on them. Change the body type with physicsBodyType.</p></td> </tr> <tr> <td class="name"><code>physicsBodyType</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.Group.html">Phaser.Group</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created Group.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-83">line 83</a> </dt> </dl> </dd> <dt> <h4 class="name " id="image"><span class="type-signature"></span>image<span class="signature">(x, y, key, <span class="optional">frame</span>)</span><span class="type-signature"> → {<a href="Phaser.Image.html">Phaser.Image</a>}</span></h4> </dt> <dd> <div class="description"> <p>Create a new Image object.</p> <p>An Image is a light-weight object you can use to display anything that doesn't need physics or animation.<br>It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> </td> <td class="description last"><p>X position of the image.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> </td> <td class="description last"><p>Y position of the image.</p></td> </tr> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span> | <span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span> </td> <td class="attributes"> </td> <td class="description last"><p>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.</p></td> </tr> <tr> <td class="name"><code>frame</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="description last"><p>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.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span> - </div> <div class="returns-desc param-desc"> <p>the newly created sprite object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-33">line 33</a> </dt> </dl> </dd> <dt> <h4 class="name " id="renderTexture"><span class="type-signature"></span>renderTexture<span class="signature">(<span class="optional">width</span>, <span class="optional">height</span>, <span class="optional">key</span>, <span class="optional">addToCache</span>)</span><span class="type-signature"> → {<a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a>}</span></h4> </dt> <dd> <div class="description"> <p>A dynamic initially blank canvas to which images can be drawn.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>width</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 100 </td> <td class="description last"><p>the width of the RenderTexture.</p></td> </tr> <tr> <td class="name"><code>height</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 100 </td> <td class="description last"><p>the height of the RenderTexture.</p></td> </tr> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> '' </td> <td class="description last"><p>Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).</p></td> </tr> <tr> <td class="name"><code>addToCache</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> false </td> <td class="description last"><p>Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created RenderTexture object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-353">line 353</a> </dt> </dl> </dd> <dt> <h4 class="name " id="retroFont"><span class="type-signature"></span>retroFont<span class="signature">(font, characterWidth, characterHeight, chars, charsPerRow, <span class="optional">xSpacing</span>, <span class="optional">ySpacing</span>, <span class="optional">xOffset</span>, <span class="optional">yOffset</span>)</span><span class="type-signature"> → {<a href="Phaser.RetroFont.html">Phaser.RetroFont</a>}</span></h4> </dt> <dd> <div class="description"> <p>Create a new RetroFont object.</p> <p>A RetroFont can be used as a texture for an Image or Sprite and optionally add it to the Cache.<br>A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.<br>If you need variable width character support then use a BitmapText object instead. The main difference between a RetroFont and a BitmapText<br>is that a RetroFont creates a single texture that you can apply to a game object, where-as a BitmapText creates one Sprite object per letter of text.<br>The texture can be asssigned or one or multiple images/sprites, but note that the text the RetroFont uses will be shared across them all,<br>i.e. if you need each Image to have different text in it, then you need to create multiple RetroFont objects.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>font</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>The key of the image in the Game.Cache that the RetroFont will use.</p></td> </tr> <tr> <td class="name"><code>characterWidth</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>The width of each character in the font set.</p></td> </tr> <tr> <td class="name"><code>characterHeight</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>The height of each character in the font set.</p></td> </tr> <tr> <td class="name"><code>chars</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.</p></td> </tr> <tr> <td class="name"><code>charsPerRow</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>The number of characters per row in the font set.</p></td> </tr> <tr> <td class="name"><code>xSpacing</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>If the characters in the font set have horizontal spacing between them set the required amount here.</p></td> </tr> <tr> <td class="name"><code>ySpacing</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>If the characters in the font set have vertical spacing between them set the required amount here.</p></td> </tr> <tr> <td class="name"><code>xOffset</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.</p></td> </tr> <tr> <td class="name"><code>yOffset</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.RetroFont.html">Phaser.RetroFont</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created RetroFont texture which can be applied to an Image or Sprite.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-269">line 269</a> </dt> </dl> </dd> <dt> <h4 class="name " id="rope"><span class="type-signature"></span>rope<span class="signature">(x, y, width, height, key, frame)</span><span class="type-signature"> → {<a href="Phaser.Rope.html">Phaser.Rope</a>}</span></h4> </dt> <dd> <div class="description"> <p>Creates a new Rope object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>The x coordinate (in world space) to position the Rope at.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>The y coordinate (in world space) to position the Rope at.</p></td> </tr> <tr> <td class="name"><code>width</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>The width of the Rope.</p></td> </tr> <tr> <td class="name"><code>height</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>The height of the Rope.</p></td> </tr> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span> | <span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span> | <span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span> </td> <td class="description last"><p>This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.</p></td> </tr> <tr> <td class="name"><code>frame</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type">number</span> </td> <td class="description last"><p>If this Rope 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.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.Rope.html">Phaser.Rope</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created rope object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-181">line 181</a> </dt> </dl> </dd> <dt> <h4 class="name " id="sound"><span class="type-signature"></span>sound<span class="signature">(key, <span class="optional">volume</span>, <span class="optional">loop</span>, <span class="optional">connect</span>)</span><span class="type-signature"> → {<a href="Phaser.Sound.html">Phaser.Sound</a>}</span></h4> </dt> <dd> <div class="description"> <p>Creates a new Sound object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>The Game.cache key of the sound that this object will use.</p></td> </tr> <tr> <td class="name"><code>volume</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 1 </td> <td class="description last"><p>The volume at which the sound will be played.</p></td> </tr> <tr> <td class="name"><code>loop</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> false </td> <td class="description last"><p>Whether or not the sound will loop.</p></td> </tr> <tr> <td class="name"><code>connect</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> true </td> <td class="description last"><p>Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.Sound.html">Phaser.Sound</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created text object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-147">line 147</a> </dt> </dl> </dd> <dt> <h4 class="name " id="sprite"><span class="type-signature"></span>sprite<span class="signature">(x, y, key, <span class="optional">frame</span>)</span><span class="type-signature"> → {<a href="Phaser.Sprite.html">Phaser.Sprite</a>}</span></h4> </dt> <dd> <div class="description"> <p>Create a new Sprite with specific position and sprite sheet key.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> </td> <td class="description last"><p>X position of the new sprite.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> </td> <td class="description last"><p>Y position of the new sprite.</p></td> </tr> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span> | <span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span> </td> <td class="attributes"> </td> <td class="description last"><p>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.</p></td> </tr> <tr> <td class="name"><code>frame</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="description last"><p>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.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span> - </div> <div class="returns-desc param-desc"> <p>the newly created sprite object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-52">line 52</a> </dt> </dl> </dd> <dt> <h4 class="name " id="spriteBatch"><span class="type-signature"></span>spriteBatch<span class="signature">(parent, <span class="optional">name</span>, <span class="optional">addToStage</span>)</span><span class="type-signature"> → {<a href="Phaser.SpriteBatch.html">Phaser.SpriteBatch</a>}</span></h4> </dt> <dd> <div class="description"> <p>Create a new SpriteBatch.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>parent</code></td> <td class="type"> <span class="param-type">any</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>The parent Group or DisplayObjectContainer that will hold this group, if any.</p></td> </tr> <tr> <td class="name"><code>name</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 'group' </td> <td class="description last"><p>A name for this Group. Not used internally but useful for debugging.</p></td> </tr> <tr> <td class="name"><code>addToStage</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> false </td> <td class="description last"><p>If set to true this Group will be added directly to the Game.Stage instead of Game.World.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.SpriteBatch.html">Phaser.SpriteBatch</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created group.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-100">line 100</a> </dt> </dl> </dd> <dt> <h4 class="name " id="text"><span class="type-signature"></span>text<span class="signature">(x, y, text, style)</span><span class="type-signature"> → {<a href="Phaser.Text.html">Phaser.Text</a>}</span></h4> </dt> <dd> <div class="description"> <p>Creates a new Text object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>X position of the new text object.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>Y position of the new text object.</p></td> </tr> <tr> <td class="name"><code>text</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="description last"><p>The actual text that will be written.</p></td> </tr> <tr> <td class="name"><code>style</code></td> <td class="type"> <span class="param-type">object</span> </td> <td class="description last"><p>The style object containing style attributes like font, font size , etc.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.Text.html">Phaser.Text</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created text object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-199">line 199</a> </dt> </dl> </dd> <dt> <h4 class="name " id="tilemap"><span class="type-signature"></span>tilemap<span class="signature">(<span class="optional">key</span>, <span class="optional">tileWidth</span>, <span class="optional">tileHeight</span>, <span class="optional">width</span>, <span class="optional">height</span>)</span><span class="type-signature"></span></h4> </dt> <dd> <div class="description"> <p>Creates a new Phaser.Tilemap object.</p> <p>The map can either be populated with data from a Tiled JSON file or from a CSV file.<br>To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.<br>When using CSV data you must provide the key and the tileWidth and tileHeight parameters.<br>If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use <code>Tilemap.create</code> or pass the map and tile dimensions here.<br>Note that all Tilemaps use a base tile size to calculate dimensions from, but that a TilemapLayer may have its own unique tile size that overrides it.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> </td> <td class="description last"><p>The key of the tilemap data as stored in the Cache. If you're creating a blank map either leave this parameter out or pass <code>null</code>.</p></td> </tr> <tr> <td class="name"><code>tileWidth</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 32 </td> <td class="description last"><p>The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.</p></td> </tr> <tr> <td class="name"><code>tileHeight</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 32 </td> <td class="description last"><p>The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.</p></td> </tr> <tr> <td class="name"><code>width</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 10 </td> <td class="description last"><p>The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.</p></td> </tr> <tr> <td class="name"><code>height</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> <optional><br> </td> <td class="default"> 10 </td> <td class="description last"><p>The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.</p></td> </tr> </tbody> </table> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-331">line 331</a> </dt> </dl> </dd> <dt> <h4 class="name " id="tileSprite"><span class="type-signature"></span>tileSprite<span class="signature">(x, y, width, height, key, frame)</span><span class="type-signature"> → {<a href="Phaser.TileSprite.html">Phaser.TileSprite</a>}</span></h4> </dt> <dd> <div class="description"> <p>Creates a new TileSprite object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>The x coordinate (in world space) to position the TileSprite at.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>The y coordinate (in world space) to position the TileSprite at.</p></td> </tr> <tr> <td class="name"><code>width</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>The width of the TileSprite.</p></td> </tr> <tr> <td class="name"><code>height</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>The height of the TileSprite.</p></td> </tr> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span> | <span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span> </td> <td class="description last"><p>This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData.</p></td> </tr> <tr> <td class="name"><code>frame</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type">number</span> </td> <td class="description last"><p>If this TileSprite 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.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.TileSprite.html">Phaser.TileSprite</a></span> - </div> <div class="returns-desc param-desc"> <p>The newly created tileSprite object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-163">line 163</a> </dt> </dl> </dd> <dt> <h4 class="name " id="tween"><span class="type-signature"></span>tween<span class="signature">(obj)</span><span class="type-signature"> → {<a href="Phaser.Tween.html">Phaser.Tween</a>}</span></h4> </dt> <dd> <div class="description"> <p>Create a tween object for a specific object.</p> <p>The object can be any JavaScript object or Phaser object such as Sprite.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>obj</code></td> <td class="type"> <span class="param-type">object</span> </td> <td class="description last"><p>Object the tween will be run on.</p></td> </tr> </tbody> </table> <h5>Returns:</h5> <div class="returns"> <div class="returns-type"> <span class="param-type"><a href="Phaser.Tween.html">Phaser.Tween</a></span> - </div> <div class="returns-desc param-desc"> <p>The Tween object.</p> </div> </div> <dl class="details"> <dt class="tag-source">Source - <a href="src_gameobjects_GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-68">line 68</a> </dt> </dl> </dd> </dl> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2016 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a> on Mon Dec 05 2016 10:04:34 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <div class="span3"> <div id="toc"></div> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>