phaser/Phaser/GameObjectFactory.ts
2013-05-23 00:01:58 +01:00

219 lines
8.1 KiB
TypeScript

/// <reference path="Game.ts" />
/**
* Phaser - GameObjectFactory
*
* A quick way to create new world objects and add existing objects to the current world.
*/
module Phaser {
export class GameObjectFactory {
/**
* GameObjectFactory constructor
* @param game {Game} A reference to the current Game.
*/
constructor(game: Phaser.Game) {
this._game = game;
this._world = this._game.world;
}
/**
* Local private reference to Game
*/
private _game: Phaser.Game;
/**
* Local private reference to World
*/
private _world: Phaser.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.
*/
public camera(x: number, y: number, width: number, height: number): Camera {
return this._world.createCamera(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.createGeomSprite(x, y);
}
/**
* 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} Optional, key for the sprite sheet you want it to use.
* @returns {Sprite} The newly created sprite object.
*/
public sprite(x: number, y: number, key?: string = ''): Sprite {
return this._world.createSprite(x, y, key);
}
/**
* 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.
*/
public dynamicTexture(width: number, height: number): DynamicTexture {
return this._world.createDynamicTexture(width, height);
}
/**
* Create a new object container.
*
* @param maxSize {number} Optional, capacity of this group.
* @returns {Group} The newly created group.
*/
public group(maxSize?: number = 0): Group {
return this._world.createGroup(maxSize);
}
/**
* Create a new Particle.
*
* @return {Particle} The newly created particle object.
*/
public particle(): Particle {
return this._world.createParticle();
}
/**
* 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.
*/
public emitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
return this._world.createEmitter(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.
*/
public scrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
return this._world.createScrollZone(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.
*/
public tilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
return this._world.createTilemap(key, mapData, format, resizeWorld, tileWidth, tileHeight);
}
/**
* Create a tween object for a specific object.
*
* @param obj Object you wish the tween will affect.
* @return {Phaser.Tween} The newly created tween object.
*/
public tween(obj): Tween {
return this._game.tweens.create(obj);
}
/**
* 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
*/
public existingSprite(sprite: Sprite): Sprite {
return this._world.group.add(sprite);
}
/**
* 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
*/
public existingEmitter(emitter: Emitter): 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
*/
public existingScrollZone(scrollZone: ScrollZone): 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
*/
public existingTilemap(tilemap: Tilemap): 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
*/
public existingTween(tween: Tween): Tween {
return this._game.tweens.add(tween);
}
}
}