/// /** * Phaser - GameObjectFactory * * A quick way to create new world objects and add existing objects to the current world. */ var Phaser; (function (Phaser) { var GameObjectFactory = (function () { /** * GameObjectFactory constructor * @param game {Game} A reference to the current Game. */ function GameObjectFactory(game) { this.game = game; this._world = this.game.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. */ GameObjectFactory.prototype.camera = function (x, y, width, height) { 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 Button game object. * * @param [x] {number} X position of the button. * @param [y] {number} Y position of the button. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button. * @param [callback] {function} The function to call when this button is pressed * @param [callbackContext] {object} The context in which the callback will be called (usually 'this') * @param [overFrame] {string|number} 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. * @param [outFrame] {string|number} 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. * @param [downFrame] {string|number} 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. * @returns {Button} The newly created button object. */ GameObjectFactory.prototype.button = function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) { if (typeof x === "undefined") { x = 0; } if (typeof y === "undefined") { y = 0; } if (typeof key === "undefined") { key = null; } if (typeof callback === "undefined") { callback = null; } if (typeof callbackContext === "undefined") { callbackContext = null; } if (typeof overFrame === "undefined") { overFrame = null; } if (typeof outFrame === "undefined") { outFrame = null; } if (typeof downFrame === "undefined") { downFrame = null; } return this._world.group.add(new Phaser.UI.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame)); }; /** * 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. * @returns {Sprite} The newly created sprite object. */ GameObjectFactory.prototype.sprite = function (x, y, key, frame) { if (typeof key === "undefined") { key = ''; } if (typeof frame === "undefined") { frame = null; } return this._world.group.add(new Phaser.Sprite(this.game, x, y, key, frame)); }; GameObjectFactory.prototype.audio = function (key, volume, loop) { if (typeof volume === "undefined") { volume = 1; } if (typeof loop === "undefined") { loop = false; } return this.game.sound.add(key, volume, loop); }; /** * 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. */ GameObjectFactory.prototype.dynamicTexture = function (width, height) { return new Phaser.Display.DynamicTexture(this.game, width, height); }; /** * Create a new object container. * * @param maxSize {number} Optional, capacity of this group. * @returns {Group} The newly created group. */ GameObjectFactory.prototype.group = function (maxSize) { if (typeof maxSize === "undefined") { maxSize = 0; } return this._world.group.add(new Phaser.Group(this.game, maxSize)); }; /** * Create a new Particle. * * @return {Particle} The newly created particle object. */ GameObjectFactory.prototype.particle = function () { return new Phaser.ArcadeParticle(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. */ GameObjectFactory.prototype.emitter = function (x, y, size) { if (typeof x === "undefined") { x = 0; } if (typeof y === "undefined") { y = 0; } if (typeof size === "undefined") { size = 0; } return this._world.group.add(new Phaser.ArcadeEmitter(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. */ GameObjectFactory.prototype.scrollZone = function (key, x, y, width, height) { if (typeof x === "undefined") { x = 0; } if (typeof y === "undefined") { y = 0; } if (typeof width === "undefined") { width = 0; } if (typeof height === "undefined") { height = 0; } return this._world.group.add(new Phaser.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. */ GameObjectFactory.prototype.tilemap = function (key, mapData, format, resizeWorld, tileWidth, tileHeight) { if (typeof resizeWorld === "undefined") { resizeWorld = true; } if (typeof tileWidth === "undefined") { tileWidth = 0; } if (typeof tileHeight === "undefined") { tileHeight = 0; } return this._world.group.add(new Phaser.Tilemap(this.game, key, mapData, format, resizeWorld, tileWidth, tileHeight)); }; /** * Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite. * * @param obj {object} Object the tween will be run on. * @param [localReference] {bool} If true the tween will be stored in the object.tween property so long as it exists. If already set it'll be over-written. * @return {Phaser.Tween} The newly created tween object. */ GameObjectFactory.prototype.tween = function (obj, localReference) { if (typeof localReference === "undefined") { localReference = false; } return this.game.tweens.create(obj, localReference); }; /** * 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 */ GameObjectFactory.prototype.existingSprite = function (sprite) { return this._world.group.add(sprite); }; /** * Add an existing Group 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 group The Group to add to the Game World * @return {Phaser.Group} The Group object */ GameObjectFactory.prototype.existingGroup = function (group) { return this._world.group.add(group); }; /** * Add an existing Button 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 button The Button to add to the Game World * @return {Phaser.Button} The Button object */ GameObjectFactory.prototype.existingButton = function (button) { return this._world.group.add(button); }; /** * 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 */ GameObjectFactory.prototype.existingEmitter = function (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 */ GameObjectFactory.prototype.existingScrollZone = function (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 */ GameObjectFactory.prototype.existingTilemap = function (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 */ GameObjectFactory.prototype.existingTween = function (tween) { return this.game.tweens.add(tween); }; return GameObjectFactory; })(); Phaser.GameObjectFactory = GameObjectFactory; })(Phaser || (Phaser = {}));