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.TileSprite.FACTORY_KEY = 'tileSprite';
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/**
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* Creates a new TileSprite object.
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*
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* @method Phaser.GameObject.Factory#tileSprite
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* @param {number} x - The x coordinate of the TileSprite. The coordinate is relative to any parent container this TileSprite may be in.
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* @param {number} y - The y coordinate of the TileSprite. The coordinate is relative to any parent container this TileSprite may be in.
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* @param {number} width - The width of the TileSprite.
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* @param {number} height - The height of the TileSprite.
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* @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.
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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 {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.TileSprite} The newly created TileSprite object.
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*/
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Phaser.GameObject.TileSprite.FACTORY_ADD = function (x, y, width, height, key, frame, 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.TileSprite(this.game, x, y, width, height, key, frame));
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};
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/**
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* Creates a new TileSprite object.
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*
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* @method Phaser.GameObject.Factory#tileSprite
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* @param {number} x - The x coordinate of the TileSprite. The coordinate is relative to any parent container this TileSprite may be in.
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* @param {number} y - The y coordinate of the TileSprite. The coordinate is relative to any parent container this TileSprite may be in.
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* @param {number} width - The width of the TileSprite.
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* @param {number} height - The height of the TileSprite.
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* @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.
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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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* @return {Phaser.TileSprite} The newly created TileSprite object.
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*/
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Phaser.GameObject.TileSprite.FACTORY_MAKE = function (x, y, width, height, key, frame)
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{
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return new Phaser.GameObject.TileSprite(this.game, x, y, width, height, key, frame);
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};
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