/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ Phaser.GameObjects.TileSprite.FACTORY_KEY = 'tileSprite'; /** * Creates a new TileSprite object. * * @method Phaser.GameObjects.Factory#tileSprite * @param {number} x - The x coordinate of the TileSprite. The coordinate is relative to any parent container this TileSprite may be in. * @param {number} y - The y coordinate of the TileSprite. The coordinate is relative to any parent container this TileSprite may be in. * @param {number} width - The width of the TileSprite. * @param {number} height - The height of the TileSprite. * @param {string|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData. * @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 {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group. * @return {Phaser.TileSprite} The newly created TileSprite object. */ Phaser.GameObjects.TileSprite.FACTORY_ADD = function (x, y, width, height, key, frame, group) { if (group === undefined) { group = this.world; } return group.add(new Phaser.GameObjects.TileSprite(this.game, x, y, width, height, key, frame)); }; /** * Creates a new TileSprite object. * * @method Phaser.GameObjects.Factory#tileSprite * @param {number} x - The x coordinate of the TileSprite. The coordinate is relative to any parent container this TileSprite may be in. * @param {number} y - The y coordinate of the TileSprite. The coordinate is relative to any parent container this TileSprite may be in. * @param {number} width - The width of the TileSprite. * @param {number} height - The height of the TileSprite. * @param {string|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData. * @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. * @return {Phaser.TileSprite} The newly created TileSprite object. */ Phaser.GameObjects.TileSprite.FACTORY_MAKE = function (x, y, width, height, key, frame) { return new Phaser.GameObjects.TileSprite(this.game, x, y, width, height, key, frame); };