mirror of
https://github.com/photonstorm/phaser
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44 lines
2.7 KiB
JavaScript
44 lines
2.7 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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Phaser.GameObject.Rope.FACTORY_KEY = 'rope';
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/**
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* Creates a new Rope object.
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*
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* Example usage: https://github.com/codevinsky/phaser-rope-demo/blob/master/dist/demo.js
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*
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* @method Phaser.GameObject.Factory#rope
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* @param {number} [x=0] - The x coordinate of the Rope. The coordinate is relative to any parent container this rope may be in.
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* @param {number} [y=0] - The y coordinate of the Rope. The coordinate is relative to any parent container this rope may be in.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - The image used as a texture by this display object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
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* @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.
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* @param {Array} [points] - An array of {Phaser.Point}.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.Rope} The newly created Rope object.
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*/
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Phaser.GameObject.Rope.FACTORY_ADD = function (x, y, key, frame, points, group)
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{
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if (group === undefined) { group = this.world; }
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return group.add(new Phaser.GameObject.Rope(this.game, x, y, key, frame, points));
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};
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/**
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* Creates a new Rope object.
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*
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* @method Phaser.GameObjectCreator#rope
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* @param {number} [x=0] - The x coordinate of the Rope. The coordinate is relative to any parent container this rope may be in.
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* @param {number} [y=0] - The y coordinate of the Rope. The coordinate is relative to any parent container this rope may be in.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - The image used as a texture by this display object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
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* @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.
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* @param {Array} [points] - An array of {Phaser.Point}.
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* @return {Phaser.Rope} The newly created rope object.
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*/
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Phaser.GameObject.Rope.FACTORY_MAKE = function (x, y, key, frame, points)
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{
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return new Phaser.GameObject.Rope(this.game, x, y, key, frame, points);
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};
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