new GameObjectFactory(game)
The Game Object Factory is a quick way to create all of the different sorts of core objects that Phaser uses.
Parameters:
Name | Type | Description |
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game |
Phaser.Game | A reference to the currently running game. |
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Members
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game
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Properties:
Name Type Description game
Phaser.Game A reference to the currently running Game.
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world
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Properties:
Name Type Description world
Phaser.World A reference to the game world.
Methods
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audio(key, volume, loop, connect) → {Phaser.Sound}
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Creates a new Sound object.
Parameters:
Name Type Argument Default Description key
string The Game.cache key of the sound that this object will use.
volume
number <optional>
1 The volume at which the sound will be played.
loop
boolean <optional>
false Whether or not the sound will loop.
connect
boolean <optional>
true Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
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Returns:
The newly created text object.
- Type
- Phaser.Sound
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bitmapData(width, height) → {Phaser.BitmapData}
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Experimental: A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
Parameters:
Name Type Argument Default Description width
number <optional>
256 The width of the BitmapData in pixels.
height
number <optional>
256 The height of the BitmapData in pixels.
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Returns:
The newly created BitmapData object.
- Type
- Phaser.BitmapData
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bitmapText(x, y, text, style, group) → {Phaser.BitmapText}
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- Create a new BitmapText object.
Parameters:
Name Type Argument Description x
number X position of the new bitmapText object.
y
number Y position of the new bitmapText object.
text
string The actual text that will be written.
style
object The style object containing style attributes like font, font size , etc.
group
Phaser.Group <optional>
Optional Group to add the object to. If not specified it will be added to the World group.
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Returns:
The newly created bitmapText object.
- Type
- Phaser.BitmapText
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button(x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) → {Phaser.Button}
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Creates a new Button object.
Parameters:
Name Type Argument Description x
number <optional>
X position of the new button object.
y
number <optional>
Y position of the new button object.
key
string <optional>
The image key as defined in the Game.Cache to use as the texture for this button.
callback
function <optional>
The function to call when this button is pressed
callbackContext
object <optional>
The context in which the callback will be called (usually 'this')
overFrame
string | number <optional>
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.
outFrame
string | number <optional>
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.
downFrame
string | number <optional>
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.
upFrame
string | number <optional>
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.
group
Phaser.Group <optional>
Optional Group to add the object to. If not specified it will be added to the World group.
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Returns:
The newly created button object.
- Type
- Phaser.Button
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child(group, x, y, key, frame) → {Phaser.Sprite}
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DEPRECATED - will be removed in Phaser 1.2 Create a new Sprite with specific position and sprite sheet key that will automatically be added as a child of the given parent.
Parameters:
Name Type Argument Description group
Phaser.Group The Group to add this child to.
x
number X position of the new sprite.
y
number Y position of the new sprite.
key
string | RenderTexture <optional>
The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture.
frame
string | number <optional>
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.
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Returns:
the newly created sprite object.
- Type
- Phaser.Sprite
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emitter(x, y, maxParticles) → {Phaser.Emitter}
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Emitter is a lightweight particle emitter. It can be used for one-time explosions or for continuous effects like rain and fire. All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accorindgly.
Parameters:
Name Type Argument Default Description x
number <optional>
0 The x coordinate within the Emitter that the particles are emitted from.
y
number <optional>
0 The y coordinate within the Emitter that the particles are emitted from.
maxParticles
number <optional>
50 The total number of particles in this emitter.
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Returns:
The newly created emitter object.
- Type
- Phaser.Emitter
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existing(object) → {*}
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Adds an existing object to the game world.
Parameters:
Name Type Description object
* An instance of Phaser.Sprite, Phaser.Button or any other display object..
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Returns:
The child that was added to the Group.
- Type
- *
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filter(filter) → {Phaser.Filter}
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A WebGL shader/filter that can be applied to Sprites.
Parameters:
Name Type Description filter
string The name of the filter you wish to create, for example HueRotate or SineWave.
any Whatever parameters are needed to be passed to the filter init function.
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Returns:
The newly created Phaser.Filter object.
- Type
- Phaser.Filter
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graphics(x, y, group) → {Phaser.Graphics}
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Creates a new Graphics object.
Parameters:
Name Type Argument Description x
number X position of the new graphics object.
y
number Y position of the new graphics object.
group
Phaser.Group <optional>
Optional Group to add the object to. If not specified it will be added to the World group.
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Returns:
The newly created graphics object.
- Type
- Phaser.Graphics
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group(parent, name) → {Phaser.Group}
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A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
Parameters:
Name Type Argument Default Description parent
any The parent Group or DisplayObjectContainer that will hold this group, if any.
name
string <optional>
'group' A name for this Group. Not used internally but useful for debugging.
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Returns:
The newly created group.
- Type
- Phaser.Group
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renderTexture(key, width, height) → {Phaser.RenderTexture}
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A dynamic initially blank canvas to which images can be drawn.
Parameters:
Name Type Description key
string Asset key for the render texture.
width
number the width of the render texture.
height
number the height of the render texture.
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Returns:
The newly created renderTexture object.
- Type
- Phaser.RenderTexture
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sound(key, volume, loop, connect) → {Phaser.Sound}
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Creates a new Sound object.
Parameters:
Name Type Argument Default Description key
string The Game.cache key of the sound that this object will use.
volume
number <optional>
1 The volume at which the sound will be played.
loop
boolean <optional>
false Whether or not the sound will loop.
connect
boolean <optional>
true Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
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Returns:
The newly created text object.
- Type
- Phaser.Sound
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sprite(x, y, key, frame, group) → {Phaser.Sprite}
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Create a new Sprite with specific position and sprite sheet key.
Parameters:
Name Type Argument Description x
number X position of the new sprite.
y
number Y position of the new sprite.
key
string | Phaser.RenderTexture | PIXI.Texture 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.
frame
string | number <optional>
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.
group
Phaser.Group <optional>
Optional Group to add the object to. If not specified it will be added to the World group.
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Returns:
the newly created sprite object.
- Type
- Phaser.Sprite
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text(x, y, text, style, group) → {Phaser.Text}
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Creates a new Text object.
Parameters:
Name Type Argument Description x
number X position of the new text object.
y
number Y position of the new text object.
text
string The actual text that will be written.
style
object The style object containing style attributes like font, font size , etc.
group
Phaser.Group <optional>
Optional Group to add the object to. If not specified it will be added to the World group.
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Returns:
The newly created text object.
- Type
- Phaser.Text
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tilemap(key, tilesets) → {Phaser.Tilemap}
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Creates a new Tilemap object.
Parameters:
Name Type Description key
string Asset key for the JSON or CSV map data in the cache.
tilesets
object | string An object mapping Cache.tileset keys with the tileset names in the JSON file. If a string is provided that will be used.
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Returns:
The newly created tilemap object.
- Type
- Phaser.Tilemap
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tileSprite(x, y, width, height, key, group) → {Phaser.TileSprite}
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Creates a new TileSprite object.
Parameters:
Name Type Argument Description x
number X position of the new tileSprite.
y
number Y position of the new tileSprite.
width
number the width of the tilesprite.
height
number the height of the tilesprite.
key
string | Phaser.RenderTexture | PIXI.Texture 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.
group
Phaser.Group <optional>
Optional Group to add the object to. If not specified it will be added to the World group.
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Returns:
The newly created tileSprite object.
- Type
- Phaser.TileSprite
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tween(obj) → {Phaser.Tween}
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Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
Parameters:
Name Type Description obj
object Object the tween will be run on.
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Returns:
Description.
- Type
- Phaser.Tween