/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ Phaser.GameObject.Rope.FACTORY_KEY = 'rope'; /** * Creates a new Rope object. * * Example usage: https://github.com/codevinsky/phaser-rope-demo/blob/master/dist/demo.js * * @method Phaser.GameObject.Factory#rope * @param {number} [x=0] - The x coordinate of the Rope. The coordinate is relative to any parent container this rope may be in. * @param {number} [y=0] - The y coordinate of the Rope. The coordinate is relative to any parent container this rope may be in. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - The image used as a texture by this display object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture. * @param {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used. Use either an integer for a Frame ID or a string for a frame name. * @param {Array} [points] - An array of {Phaser.Point}. * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group. * @return {Phaser.Rope} The newly created Rope object. */ Phaser.GameObject.Rope.FACTORY_ADD = function (x, y, key, frame, points, group) { if (group === undefined) { group = this.world; } return group.add(new Phaser.GameObject.Rope(this.game, x, y, key, frame, points)); }; /** * Creates a new Rope object. * * @method Phaser.GameObjectCreator#rope * @param {number} [x=0] - The x coordinate of the Rope. The coordinate is relative to any parent container this rope may be in. * @param {number} [y=0] - The y coordinate of the Rope. The coordinate is relative to any parent container this rope may be in. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - The image used as a texture by this display object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture. * @param {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used. Use either an integer for a Frame ID or a string for a frame name. * @param {Array} [points] - An array of {Phaser.Point}. * @return {Phaser.Rope} The newly created rope object. */ Phaser.GameObject.Rope.FACTORY_MAKE = function (x, y, key, frame, points) { return new Phaser.GameObject.Rope(this.game, x, y, key, frame, points); };