mirror of
https://github.com/photonstorm/phaser
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429 lines
21 KiB
JavaScript
429 lines
21 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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/**
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* The GameObjectCreator is a quick way to create common game objects _without_ adding them to the game world.
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* The object creator can be accessed with {@linkcode Phaser.Game#make `game.make`}.
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*
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* @class Phaser.GameObjectCreator
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.GameObjectCreator = function (game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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* @protected
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*/
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this.game = game;
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/**
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* @property {Phaser.World} world - A reference to the game world.
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* @protected
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*/
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this.world = this.game.world;
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};
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Phaser.GameObjectCreator.prototype = {
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/**
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* Create a new Image object.
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*
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* An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
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* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
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*
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* @method Phaser.GameObjectCreator#image
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* @param {number} x - X position of the image.
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* @param {number} y - Y position of the image.
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* @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.
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* @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.
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* @return {Phaser.Image} the newly created sprite object.
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*/
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image: function (x, y, key, frame) {
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return new Phaser.Image(this.game, x, y, key, frame);
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},
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/**
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* Create a new Sprite with specific position and sprite sheet key.
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*
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* @method Phaser.GameObjectCreator#sprite
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* @param {number} x - X position of the new sprite.
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* @param {number} y - Y position of the new sprite.
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* @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.
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* @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.
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* @return {Phaser.Sprite} the newly created sprite object.
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*/
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sprite: function (x, y, key, frame) {
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return new Phaser.Sprite(this.game, x, y, key, frame);
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},
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/**
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* Create a tween object for a specific object.
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*
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* The object can be any JavaScript object or Phaser object such as Sprite.
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*
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* @method Phaser.GameObjectCreator#tween
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* @param {object} obj - Object the tween will be run on.
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* @return {Phaser.Tween} The Tween object.
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*/
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tween: function (obj) {
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return new Phaser.Tween(obj, this.game, this.game.tweens);
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},
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/**
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* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
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*
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* @method Phaser.GameObjectCreator#group
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* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
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* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
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* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
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* @param {boolean} [enableBody=false] - If true all Sprites created with `Group.create` or `Group.createMulitple` will have a physics body created on them. Change the body type with physicsBodyType.
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* @param {number} [physicsBodyType=0] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.
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* @return {Phaser.Group} The newly created Group.
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*/
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group: function (parent, name, addToStage, enableBody, physicsBodyType) {
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return new Phaser.Group(this.game, parent, name, addToStage, enableBody, physicsBodyType);
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},
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/**
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* Create a new SpriteBatch.
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*
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* @method Phaser.GameObjectCreator#spriteBatch
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* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
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* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
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* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
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* @return {Phaser.SpriteBatch} The newly created group.
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*/
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spriteBatch: function (parent, name, addToStage) {
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if (name === undefined) { name = 'group'; }
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if (addToStage === undefined) { addToStage = false; }
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return new Phaser.SpriteBatch(this.game, parent, name, addToStage);
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},
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/**
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* Creates a new Sound object.
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*
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* @method Phaser.GameObjectCreator#audio
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* @param {string} key - The Game.cache key of the sound that this object will use.
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* @param {number} [volume=1] - The volume at which the sound will be played.
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* @param {boolean} [loop=false] - Whether or not the sound will loop.
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* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
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* @return {Phaser.Sound} The newly created text object.
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*/
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audio: function (key, volume, loop, connect) {
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return this.game.sound.add(key, volume, loop, connect);
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},
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/**
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* Creates a new AudioSprite object.
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*
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* @method Phaser.GameObjectCreator#audioSprite
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* @param {string} key - The Game.cache key of the sound that this object will use.
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* @return {Phaser.AudioSprite} The newly created AudioSprite object.
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*/
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audioSprite: function (key) {
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return this.game.sound.addSprite(key);
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},
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/**
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* Creates a new Sound object.
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*
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* @method Phaser.GameObjectCreator#sound
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* @param {string} key - The Game.cache key of the sound that this object will use.
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* @param {number} [volume=1] - The volume at which the sound will be played.
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* @param {boolean} [loop=false] - Whether or not the sound will loop.
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* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
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* @return {Phaser.Sound} The newly created text object.
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*/
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sound: function (key, volume, loop, connect) {
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return this.game.sound.add(key, volume, loop, connect);
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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.GameObjectCreator#tileSprite
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* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
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* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
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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 this TileSprite 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.
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* @return {Phaser.TileSprite} The newly created tileSprite object.
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*/
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tileSprite: function (x, y, width, height, key, frame) {
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return new Phaser.TileSprite(this.game, x, y, width, height, key, frame);
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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 - The x coordinate (in world space) to position the Rope at.
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* @param {number} y - The y coordinate (in world space) to position the Rope at.
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* @param {number} width - The width of the Rope.
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* @param {number} height - The height of the Rope.
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* @param {string|Phaser.RenderTexture|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 Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Rope 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.
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* @return {Phaser.Rope} The newly created rope object.
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*/
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rope: function (x, y, key, frame, points) {
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return new Phaser.Rope(this.game, x, y, key, frame, points);
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},
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/**
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* Creates a new Text object.
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*
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* @method Phaser.GameObjectCreator#text
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* @param {number} x - X position of the new text object.
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* @param {number} y - Y position of the new text object.
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* @param {string} text - The actual text that will be written.
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* @param {object} style - The style object containing style attributes like font, font size , etc.
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* @return {Phaser.Text} The newly created text object.
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*/
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text: function (x, y, text, style) {
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return new Phaser.Text(this.game, x, y, text, style);
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},
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/**
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* Creates a new Button object.
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*
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* @method Phaser.GameObjectCreator#button
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* @param {number} [x] X position of the new button object.
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* @param {number} [y] Y position of the new button object.
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* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
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* @param {function} [callback] The function to call when this button is pressed
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* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
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* @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.
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* @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.
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* @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.
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* @param {string|number} [upFrame] This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.
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* @return {Phaser.Button} The newly created button object.
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*/
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button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame) {
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return new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame);
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},
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/**
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* Creates a new Graphics object.
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*
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* @method Phaser.GameObjectCreator#graphics
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* @param {number} [x=0] - X position of the new graphics object.
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* @param {number} [y=0] - Y position of the new graphics object.
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* @return {Phaser.Graphics} The newly created graphics object.
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*/
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graphics: function (x, y) {
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return new Phaser.Graphics(this.game, x, y);
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},
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/**
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* Creat a new Emitter.
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*
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* An Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
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* continuous effects like rain and fire. All it really does is launch Particle objects out
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* at set intervals, and fixes their positions and velocities accorindgly.
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*
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* @method Phaser.GameObjectCreator#emitter
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* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
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* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
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* @param {number} [maxParticles=50] - The total number of particles in this emitter.
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* @return {Phaser.Emitter} The newly created emitter object.
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*/
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emitter: function (x, y, maxParticles) {
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return new Phaser.Particles.Arcade.Emitter(this.game, x, y, maxParticles);
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},
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/**
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* Create a new RetroFont object.
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*
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* A RetroFont can be used as a texture for an Image or Sprite and optionally add it to the Cache.
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* A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.
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* If you need variable width character support then use a BitmapText object instead. The main difference between a RetroFont and a BitmapText
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* is that a RetroFont creates a single texture that you can apply to a game object, where-as a BitmapText creates one Sprite object per letter of text.
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* The texture can be asssigned or one or multiple images/sprites, but note that the text the RetroFont uses will be shared across them all,
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* i.e. if you need each Image to have different text in it, then you need to create multiple RetroFont objects.
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*
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* @method Phaser.GameObjectCreator#retroFont
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* @param {string} font - The key of the image in the Game.Cache that the RetroFont will use.
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* @param {number} characterWidth - The width of each character in the font set.
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* @param {number} characterHeight - The height of each character in the font set.
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* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
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* @param {number} charsPerRow - The number of characters per row in the font set.
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* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
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* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
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* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
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* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
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* @return {Phaser.RetroFont} The newly created RetroFont texture which can be applied to an Image or Sprite.
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*/
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retroFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
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return new Phaser.RetroFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);
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},
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/**
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* Create a new BitmapText object.
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*
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* BitmapText objects work by taking a texture file and an XML file that describes the font structure.
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* It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to
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* match the font structure.
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*
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* BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
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* to use Web Fonts. However you trade this flexibility for pure rendering speed. You can also create visually compelling BitmapTexts by
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* processing the font texture in an image editor first, applying fills and any other effects required.
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*
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* To create multi-line text insert \r, \n or \r\n escape codes into the text string.
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*
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* To create a BitmapText data files you can use:
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*
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* BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
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* Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
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* Littera (Web-based, free): http://kvazars.com/littera/
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*
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* @method Phaser.GameObjectCreator#bitmapText
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* @param {number} x - X coordinate to display the BitmapText object at.
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* @param {number} y - Y coordinate to display the BitmapText object at.
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* @param {string} font - The key of the BitmapText as stored in Phaser.Cache.
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* @param {string} [text=''] - The text that will be rendered. This can also be set later via BitmapText.text.
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* @param {number} [size=32] - The size the font will be rendered at in pixels.
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* @param {string} [align='left'] - The alignment of multi-line text. Has no effect if there is only one line of text.
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* @return {Phaser.BitmapText} The newly created bitmapText object.
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*/
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bitmapText: function (x, y, font, text, size, align) {
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return new Phaser.BitmapText(this.game, x, y, font, text, size, align);
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},
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/**
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* Creates a new Phaser.Tilemap object.
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*
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* The map can either be populated with data from a Tiled JSON file or from a CSV file.
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* To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.
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* When using CSV data you must provide the key and the tileWidth and tileHeight parameters.
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* If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use `Tilemap.create` or pass the map and tile dimensions here.
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* Note that all Tilemaps use a base tile size to calculate dimensions from, but that a TilemapLayer may have its own unique tile size that overrides it.
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*
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* @method Phaser.GameObjectCreator#tilemap
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* @param {string} [key] - The key of the tilemap data as stored in the Cache. If you're creating a blank map either leave this parameter out or pass `null`.
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* @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
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* @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
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* @param {number} [width=10] - The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.
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* @param {number} [height=10] - The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.
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*/
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tilemap: function (key, tileWidth, tileHeight, width, height) {
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return new Phaser.Tilemap(this.game, key, tileWidth, tileHeight, width, height);
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},
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/**
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* A dynamic initially blank canvas to which images can be drawn.
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*
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* @method Phaser.GameObjectCreator#renderTexture
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* @param {number} [width=100] - the width of the RenderTexture.
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* @param {number} [height=100] - the height of the RenderTexture.
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* @param {string} [key=''] - Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).
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* @param {boolean} [addToCache=false] - Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)
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* @return {Phaser.RenderTexture} The newly created RenderTexture object.
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*/
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renderTexture: function (width, height, key, addToCache) {
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if (key === undefined || key === '') { key = this.game.rnd.uuid(); }
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if (addToCache === undefined) { addToCache = false; }
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var texture = new Phaser.RenderTexture(this.game, width, height, key);
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if (addToCache)
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{
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this.game.cache.addRenderTexture(key, texture);
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}
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return texture;
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},
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/**
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* Create a BitmpaData object.
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*
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* A BitmapData object can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
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*
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* @method Phaser.GameObjectCreator#bitmapData
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* @param {number} [width=256] - The width of the BitmapData in pixels.
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* @param {number} [height=256] - The height of the BitmapData in pixels.
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* @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).
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* @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)
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* @return {Phaser.BitmapData} The newly created BitmapData object.
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*/
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bitmapData: function (width, height, key, addToCache) {
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if (addToCache === undefined) { addToCache = false; }
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if (key === undefined || key === '') { key = this.game.rnd.uuid(); }
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var texture = new Phaser.BitmapData(this.game, key, width, height);
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if (addToCache)
|
|
{
|
|
this.game.cache.addBitmapData(key, texture);
|
|
}
|
|
|
|
return texture;
|
|
|
|
},
|
|
|
|
/**
|
|
* A WebGL shader/filter that can be applied to Sprites.
|
|
*
|
|
* @method Phaser.GameObjectCreator#filter
|
|
* @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.
|
|
* @param {any} - Whatever parameters are needed to be passed to the filter init function.
|
|
* @return {Phaser.Filter} The newly created Phaser.Filter object.
|
|
*/
|
|
filter: function (filter) {
|
|
|
|
var args = Array.prototype.slice.call(arguments, 1);
|
|
|
|
var filter = new Phaser.Filter[filter](this.game);
|
|
|
|
filter.init.apply(filter, args);
|
|
|
|
return filter;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.GameObjectCreator.prototype.constructor = Phaser.GameObjectCreator;
|