mirror of
https://github.com/photonstorm/phaser
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64 lines
3.2 KiB
JavaScript
64 lines
3.2 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.Creature.FACTORY_KEY = 'creature';
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/**
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* Create a new Creature Animation object.
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*
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* Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.
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*
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* It allows you to display animated Game Objects that were created with the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/).
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*
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* Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games.
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*
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* Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them
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* loaded before your Phaser game boots.
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*
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* See the Phaser custom build process for more details.
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*
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* @method Phaser.GameObject.Factory#creature
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* @param {number} [x=0] - The x coordinate of the creature. The coordinate is relative to any parent container this creature may be in.
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* @param {number} [y=0] - The y coordinate of the creature. The coordinate is relative to any parent container this creature may be in.
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* @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.
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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.Creature} The newly created Sprite object.
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*/
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Phaser.GameObject.Creature.FACTORY_ADD = function (x, y, key, mesh, group)
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{
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if (group === undefined) { group = this.world; }
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var obj = new Phaser.GameObject.Creature(this.game, x, y, key, mesh);
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group.add(obj);
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return obj;
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};
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/**
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* Create a new Creature Animation object.
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*
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* Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.
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*
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* It allows you to display animated Game Objects that were created with the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/).
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*
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* Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games.
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*
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* Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them
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* loaded before your Phaser game boots.
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*
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* See the Phaser custom build process for more details.
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*
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* @method Phaser.GameObject.Factory#creature
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* @param {number} [x=0] - The x coordinate of the creature. The coordinate is relative to any parent container this creature may be in.
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* @param {number} [y=0] - The y coordinate of the creature. The coordinate is relative to any parent container this creature may be in.
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* @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.
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* @return {Phaser.Creature} The newly created Sprite object.
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*/
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Phaser.GameObject.Creature.FACTORY_MAKE = function (x, y, key, mesh)
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{
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return new Phaser.GameObject.Creature(this.game, x, y, key, mesh);
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};
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