mirror of
https://github.com/photonstorm/phaser
synced 2024-12-29 22:43:08 +00:00
64 lines
3.2 KiB
JavaScript
64 lines
3.2 KiB
JavaScript
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
Phaser.GameObject.Creature.FACTORY_KEY = 'creature';
|
|
|
|
/**
|
|
* Create a new Creature Animation object.
|
|
*
|
|
* Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.
|
|
*
|
|
* It allows you to display animated Game Objects that were created with the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/).
|
|
*
|
|
* Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games.
|
|
*
|
|
* Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them
|
|
* loaded before your Phaser game boots.
|
|
*
|
|
* See the Phaser custom build process for more details.
|
|
*
|
|
* @method Phaser.GameObject.Factory#creature
|
|
* @param {number} [x=0] - The x coordinate of the creature. The coordinate is relative to any parent container this creature may be in.
|
|
* @param {number} [y=0] - The y coordinate of the creature. The coordinate is relative to any parent container this creature may be in.
|
|
* @param {string|PIXI.Texture} [key] - The image used as a texture by this creature object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a PIXI.Texture.
|
|
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
|
|
* @return {Phaser.Creature} The newly created Sprite object.
|
|
*/
|
|
Phaser.GameObject.Creature.FACTORY_ADD = function (x, y, key, mesh, group)
|
|
{
|
|
if (group === undefined) { group = this.world; }
|
|
|
|
var obj = new Phaser.GameObject.Creature(this.game, x, y, key, mesh);
|
|
|
|
group.add(obj);
|
|
|
|
return obj;
|
|
};
|
|
|
|
/**
|
|
* Create a new Creature Animation object.
|
|
*
|
|
* Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.
|
|
*
|
|
* It allows you to display animated Game Objects that were created with the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/).
|
|
*
|
|
* Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games.
|
|
*
|
|
* Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them
|
|
* loaded before your Phaser game boots.
|
|
*
|
|
* See the Phaser custom build process for more details.
|
|
*
|
|
* @method Phaser.GameObject.Factory#creature
|
|
* @param {number} [x=0] - The x coordinate of the creature. The coordinate is relative to any parent container this creature may be in.
|
|
* @param {number} [y=0] - The y coordinate of the creature. The coordinate is relative to any parent container this creature may be in.
|
|
* @param {string|PIXI.Texture} [key] - The image used as a texture by this creature object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a PIXI.Texture.
|
|
* @return {Phaser.Creature} The newly created Sprite object.
|
|
*/
|
|
Phaser.GameObject.Creature.FACTORY_MAKE = function (x, y, key, mesh)
|
|
{
|
|
return new Phaser.GameObject.Creature(this.game, x, y, key, mesh);
|
|
};
|