phaser/src/gameobjects/GameObjectFactory.js
2013-10-25 15:42:48 +01:00

291 lines
No EOL
11 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Description.
*
* @class Phaser.GameObjectFactory
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.GameObjectFactory = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = this.game.world;
};
Phaser.GameObjectFactory.prototype = {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
* @default
*/
game: null,
/**
* @property {Phaser.World} world - A reference to the game world.
* @default
*/
world: null,
/**
* Description.
* @method existing.
* @param {*} object - An instance of Phaser.Sprite, Phaser.Button or any other display object..
* @return {*} The child that was added to the Group.
*/
existing: function (object) {
return this.world.add(object);
},
/**
* Create a new Sprite with specific position and sprite sheet key.
*
* @method sprite
* @param {number} x - X position of the new sprite.
* @param {number} y - Y position of the new sprite.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - 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.
* @param {string|number} [frame] - 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 {Phaser.Sprite} the newly created sprite object.
*/
sprite: function (x, y, key, frame) {
return this.world.create(x, y, key, frame);
},
/**
* Create a new Sprite with specific position and sprite sheet key that will automatically be added as a child of the given parent.
*
* @method child
* @param {Phaser.Group} group - The Group to add this child to.
* @param {number} x - X position of the new sprite.
* @param {number} y - Y position of the new sprite.
* @param {string|RenderTexture} [key] - The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture.
* @param {string|number} [frame] - 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 {Phaser.Sprite} the newly created sprite object.
*/
child: function (group, x, y, key, frame) {
return group.create(x, y, key, frame);
},
/**
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
*
* @method tween
* @param {object} obj - Object the tween will be run on.
* @return {Phaser.Tween} Description.
*/
tween: function (obj) {
return this.game.tweens.create(obj);
},
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
* @method group
* @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
* @return {Phaser.Group} The newly created group.
*/
group: function (parent, name) {
return new Phaser.Group(this.game, parent, name);
},
/**
* Creates a new instance of the Sound class.
*
* @method audio
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} volume - The volume at which the sound will be played.
* @param {boolean} loop - Whether or not the sound will loop.
* @return {Phaser.Sound} The newly created text object.
*/
audio: function (key, volume, loop) {
return this.game.sound.add(key, volume, loop);
},
/**
* Creates a new <code>TileSprite</code>.
*
* @method tileSprite
* @param {number} x - X position of the new tileSprite.
* @param {number} y - Y position of the new tileSprite.
* @param {number} width - the width of the tilesprite.
* @param {number} height - the height of the tilesprite.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - 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.
* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @return {Phaser.TileSprite} The newly created tileSprite object.
*/
tileSprite: function (x, y, width, height, key, frame) {
return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
},
/**
* Creates a new <code>Text</code>.
*
* @method text
* @param {number} x - X position of the new text object.
* @param {number} y - Y position of the new text object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
* @return {Phaser.Text} The newly created text object.
*/
text: function (x, y, text, style) {
return this.world.add(new Phaser.Text(this.game, x, y, text, style));
},
/**
* Creates a new <code>Button</code> object.
*
* @method button
* @param {number} [x] X position of the new button object.
* @param {number} [y] Y position of the new button object.
* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
* @param {function} [callback] The function to call when this button is pressed
* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
* @param {string|number} [overFrame] 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 {string|number} [outFrame] 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 {string|number} [downFrame] 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.
* @return {Phaser.Button} The newly created button object.
*/
button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
return this.world.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
},
/**
* Creates a new <code>Graphics</code> object.
*
* @method graphics
* @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object.
* @return {Phaser.Graphics} The newly created graphics object.
*/
graphics: function (x, y) {
return this.world.add(new Phaser.Graphics(this.game, x, y));
},
/**
* 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.
*
* @method emitter
* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
* @param {number} [maxParticles=50] - The total number of particles in this emitter.
* @return {Phaser.Emitter} The newly created emitter object.
*/
emitter: function (x, y, maxParticles) {
return this.game.particles.add(new Phaser.Particles.Arcade.Emitter(this.game, x, y, maxParticles));
},
/**
* * Create a new <code>BitmapText</code>.
*
* @method bitmapText
* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
* @return {Phaser.BitmapText} The newly created bitmapText object.
*/
bitmapText: function (x, y, text, style) {
return this.world.add(new Phaser.BitmapText(this.game, x, y, text, style));
},
/**
* Description.
*
* @method tilemap
* @param {string} key - Asset key for the JSON file.
* @return {Phaser.Tilemap} The newly created tilemap object.
*/
tilemap: function (key) {
return new Phaser.Tilemap(this.game, key);
},
/**
* Description.
*
* @method tileset
* @param {string} key - The image key as defined in the Game.Cache to use as the tileset.
* @return {Phaser.Tileset} The newly created tileset object.
*/
tileset: function (key) {
return this.game.cache.getTileset(key);
},
/**
* Description.
*
* @method tilemaplayer
* @param {number} x - X position of the new tilemapLayer.
* @param {number} y - Y position of the new tilemapLayer.
* @param {number} width - the width of the tilemapLayer.
* @param {number} height - the height of the tilemapLayer.
* @return {Phaser.TilemapLayer} The newly created tilemaplayer object.
*/
tilemapLayer: function (x, y, width, height, tileset, tilemap, layer) {
return this.world.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer));
},
/**
* A dynamic initially blank canvas to which images can be drawn
*
* @method renderTexture
* @param {string} key - Asset key for the render texture.
* @param {number} width - the width of the render texture.
* @param {number} height - the height of the render texture.
* @return {Phaser.RenderTexture} The newly created renderTexture object.
*/
renderTexture: function (key, width, height) {
var texture = new Phaser.RenderTexture(this.game, key, width, height);
this.game.cache.addRenderTexture(key, texture);
return texture;
},
};