mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 08:31:01 +00:00
228 lines
8.8 KiB
TypeScript
228 lines
8.8 KiB
TypeScript
/// <reference path="../Game.ts" />
|
|
/// <reference path="../tweens/Tween.ts" />
|
|
/// <reference path="../gameobjects/Emitter.ts" />
|
|
/// <reference path="../gameobjects/Particle.ts" />
|
|
/// <reference path="../gameobjects/Sprite.ts" />
|
|
/// <reference path="../gameobjects/ScrollZone.ts" />
|
|
/// <reference path="../gameobjects/DynamicTexture.ts" />
|
|
/// <reference path="../gameobjects/Tilemap.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.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 <GeomSprite> this._world.group.add(new GeomSprite(this._game, 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} The image key as defined in the Game.Cache to use as the texture for this sprite
|
|
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
|
|
* @returns {Sprite} The newly created sprite object.
|
|
*/
|
|
public sprite(x: number, y: number, key?: string = '', bodyType?: number = Phaser.Types.BODY_DISABLED): Sprite {
|
|
return <Sprite> this._world.group.add(new Sprite(this._game, x, y, key, bodyType));
|
|
}
|
|
|
|
/**
|
|
* 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 new DynamicTexture(this._game, 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 <Group> this._world.group.add(new Group(this._game, maxSize));
|
|
}
|
|
|
|
|
|
/**
|
|
* Create a new Particle.
|
|
*
|
|
* @return {Particle} The newly created particle object.
|
|
*/
|
|
public particle(): Particle {
|
|
return new Particle(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.
|
|
*/
|
|
public emitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
|
|
return <Emitter> this._world.group.add(new Emitter(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.
|
|
*/
|
|
public scrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
|
|
return <ScrollZone> this._world.group.add(new 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.
|
|
*/
|
|
public tilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
|
|
return <Tilemap> this._world.group.add(new Tilemap(this._game, 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);
|
|
}
|
|
|
|
}
|
|
|
|
}
|