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@koreez/phaser2-animate

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import { Animate } from "./Animate"; export interface IAnimateFactory extends Phaser.GameObjectFactory { /** * Create a new Animate with specific position and sprite sheet key. * * At its most basic a Animate consists of a set of coordinates and a texture that is used when rendered. * They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input), * events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases. * * @param x The x coordinate of the sprite. The coordinate is relative to any parent container this sprite may be in. * @param y The y coordinate of the sprite. The coordinate is relative to any parent container this sprite may be in. * @param animationKey The json used as a data by this animate object during rendering. * @param textureKey The image used as a texture by this display object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture. * @param loop * @param group Optional Group to add the object to. If not specified it will be added to the World group. * @return The newly created animate object. */ animate(x?: number, y?: number, animationKey?: any, textureKey?: any, loop?: boolean, group?: Phaser.Group | Phaser.Stage): Animate; }