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/**
* Phaser - GameObjectFactory
*
* A quick way to create new world objects and add existing objects to the current world.
*/
module Phaser {
export class GameObjectFactory {
/**
* GameObjectFactory constructor
* @param game {Game} A reference to the current Game.
*/
constructor(game: Phaser.Game) {
this._game = game;
this._world = this._game.world;
}
/**
* Local private reference to Game
*/
private _game: Phaser.Game;
/**
* Local private reference to World
*/
private _world: Phaser.World;
/**
* Create a new camera with specific position and size.
*
* @param x {number} X position of the new camera.
* @param y {number} Y position of the new camera.
* @param width {number} Width of the new camera.
* @param height {number} Height of the new camera.
* @returns {Camera} The newly created camera object.
*/
public camera(x: number, y: number, width: number, height: number): Camera {
return this._world.cameras.addCamera(x, y, width, height);
}
/**
* Create a new GeomSprite with specific position.
*
* @param x {number} X position of the new geom sprite.
* @param y {number} Y position of the new geom sprite.
* @returns {GeomSprite} The newly created geom sprite object.
*/
//public geomSprite(x: number, y: number): GeomSprite {
// return this._world.group.add(new GeomSprite(this._game, x, y));
//}
/**
* Create a new Sprite with specific position and sprite sheet key.
*
* @param x {number} X position of the new sprite.
* @param y {number} Y position of the new sprite.
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
* @param [frame] {string|number} 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.
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
* @returns {Sprite} The newly created sprite object.
*/
public sprite(x: number, y: number, key?: string = '', frame? = null, bodyType?: number = Phaser.Types.BODY_DISABLED): Sprite {
return this._world.group.add(new Sprite(this._game, x, y, key, frame, bodyType));
}
/**
* Create a new Sprite with the physics automatically created and set to DYNAMIC. The Sprite position offset is set to its center.
*
* @param x {number} X position of the new sprite.
* @param y {number} Y position of the new sprite.
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
* @param [frame] {string|number} 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.
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DYNAMIC)
* @param [shapeType] The default body shape is either 0 for a Box or 1 for a Circle. See Sprite.body.addShape for custom shapes (polygons, etc)
* @returns {Sprite} The newly created sprite object.
*/
public physicsSprite(x: number, y: number, key?: string = '', frame? = null, bodyType?: number = Phaser.Types.BODY_DYNAMIC, shapeType?:number = 0): Sprite {
return this._world.group.add(new Sprite(this._game, x, y, key, frame, bodyType, shapeType));
}
/**
* Create a new DynamicTexture with specific size.
*
* @param width {number} Width of the texture.
* @param height {number} Height of the texture.
* @returns {DynamicTexture} The newly created dynamic texture object.
*/
public dynamicTexture(width: number, height: number): DynamicTexture {
return new DynamicTexture(this._game, width, height);
}
/**
* Create a new object container.
*
* @param maxSize {number} Optional, capacity of this group.
* @returns {Group} The newly created group.
*/
public group(maxSize?: number = 0): Group {
return this._world.group.add(new Group(this._game, maxSize));
}
/**
* Create a new Particle.
*
* @return {Particle} The newly created particle object.
*/
public particle(): Particle {
return new Particle(this._game);
}
/**
* Create a new Emitter.
*
* @param x {number} Optional, x position of the emitter.
* @param y {number} Optional, y position of the emitter.
* @param size {number} Optional, size of this emitter.
* @return {Emitter} The newly created emitter object.
*/
public emitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
return this._world.group.add(new Emitter(this._game, x, y, size));
}
/**
* Create a new ScrollZone object with image key, position and size.
*
* @param key {string} Key to a image you wish this object to use.
* @param x {number} X position of this object.
* @param y {number} Y position of this object.
* @param width number} Width of this object.
* @param height {number} Height of this object.
* @returns {ScrollZone} The newly created scroll zone object.
*/
public scrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
return this._world.group.add(new ScrollZone(this._game, key, x, y, width, height));
}
/**
* Create a new Tilemap.
*
* @param key {string} Key for tileset image.
* @param mapData {string} Data of this tilemap.
* @param format {number} Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON)
* @param [resizeWorld] {boolean} resize the world to make same as tilemap?
* @param [tileWidth] {number} width of each tile.
* @param [tileHeight] {number} height of each tile.
* @return {Tilemap} The newly created tilemap object.
*/
public tilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
return this._world.group.add(new Tilemap(this._game, key, mapData, format, resizeWorld, tileWidth, tileHeight));
}
/**
* Create a tween object for a specific object.
*
* @param obj Object you wish the tween will affect.
* @return {Phaser.Tween} The newly created tween object.
*/
public tween(obj): Tween {
return this._game.tweens.create(obj);
}
/**
* Add an existing Sprite to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param sprite The Sprite to add to the Game World
* @return {Phaser.Sprite} The Sprite object
*/
public existingSprite(sprite: Sprite): Sprite {
return this._world.group.add(sprite);
}
/**
* Add an existing GeomSprite to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param sprite The GeomSprite to add to the Game World
* @return {Phaser.GeomSprite} The GeomSprite object
*/
//public existingGeomSprite(sprite: GeomSprite): GeomSprite {
// return this._world.group.add(sprite);
//}
/**
* Add an existing Emitter to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param emitter The Emitter to add to the Game World
* @return {Phaser.Emitter} The Emitter object
*/
public existingEmitter(emitter: Emitter): Emitter {
return this._world.group.add(emitter);
}
/**
* Add an existing ScrollZone to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param scrollZone The ScrollZone to add to the Game World
* @return {Phaser.ScrollZone} The ScrollZone object
*/
public existingScrollZone(scrollZone: ScrollZone): ScrollZone {
return this._world.group.add(scrollZone);
}
/**
* Add an existing Tilemap to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param tilemap The Tilemap to add to the Game World
* @return {Phaser.Tilemap} The Tilemap object
*/
public existingTilemap(tilemap: Tilemap): Tilemap {
return this._world.group.add(tilemap);
}
/**
* Add an existing Tween to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param tween The Tween to add to the Game World
* @return {Phaser.Tween} The Tween object
*/
public existingTween(tween: Tween): Tween {
return this._game.tweens.add(tween);
}
}
}