/// /// /// /// /// /// /// /// /** * 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); } } }