phaser/src/gameobjects/blitter/BlitterCreator.js
2022-02-28 14:29:51 +00:00

44 lines
1.5 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2022 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Blitter = require('./Blitter');
var BuildGameObject = require('../BuildGameObject');
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
/**
* Creates a new Blitter Game Object and returns it.
*
* Note: This method will only be available if the Blitter Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#blitter
* @since 3.0.0
*
* @param {Phaser.Types.GameObjects.Sprite.SpriteConfig} config - The configuration object this Game Object will use to create itself.
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
*
* @return {Phaser.GameObjects.Blitter} The Game Object that was created.
*/
GameObjectCreator.register('blitter', function (config, addToScene)
{
if (config === undefined) { config = {}; }
var key = GetAdvancedValue(config, 'key', null);
var frame = GetAdvancedValue(config, 'frame', null);
var blitter = new Blitter(this.scene, 0, 0, key, frame);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, blitter, config);
return blitter;
});
// When registering a factory function 'this' refers to the GameObjectCreator context.