/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var TileSprite = require('./TileSprite'); var GameObjectFactory = require('../GameObjectFactory'); /** * Creates a new TileSprite Game Object and adds it to the Scene. * * Note: This method will only be available if the TileSprite Game Object has been built into Phaser. * * @method Phaser.GameObjects.GameObjectFactory#tileSprite * @since 3.0.0 * * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {integer} width - The width of the Game Object. If zero it will use the size of the texture frame. * @param {integer} height - The height of the Game Object. If zero it will use the size of the texture frame. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. * * @return {Phaser.GameObjects.TileSprite} The Game Object that was created. */ GameObjectFactory.register('tileSprite', function (x, y, width, height, key, frame) { return this.displayList.add(new TileSprite(this.scene, x, y, width, height, key, frame)); }); // When registering a factory function 'this' refers to the GameObjectFactory context. // // There are several properties available to use: // // this.scene - a reference to the Scene that owns the GameObjectFactory // this.displayList - a reference to the Display List the Scene owns // this.updateList - a reference to the Update List the Scene owns