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phaser-jsx

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"use strict"; var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) { if (k2 === undefined) k2 = k; var desc = Object.getOwnPropertyDescriptor(m, k); if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) { desc = { enumerable: true, get: function() { return m[k]; } }; } Object.defineProperty(o, k2, desc); }) : (function(o, m, k, k2) { if (k2 === undefined) k2 = k; o[k2] = m[k]; })); var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) { Object.defineProperty(o, "default", { enumerable: true, value: v }); }) : function(o, v) { o["default"] = v; }); var __importStar = (this && this.__importStar) || (function () { var ownKeys = function(o) { ownKeys = Object.getOwnPropertyNames || function (o) { var ar = []; for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k; return ar; }; return ownKeys(o); }; return function (mod) { if (mod && mod.__esModule) return mod; var result = {}; if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]); __setModuleDefault(result, mod); return result; }; })(); var __rest = (this && this.__rest) || function (s, e) { var t = {}; for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) t[p] = s[p]; if (s != null && typeof Object.getOwnPropertySymbols === "function") for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) t[p[i]] = s[p[i]]; } return t; }; var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.addGameObject = addGameObject; var phaser_1 = __importDefault(require("phaser")); var components_1 = require("../components"); var GameObjects = __importStar(require("../components/GameObjects")); var element_1 = require("../element"); var props_1 = require("./props"); var ref_1 = require("./ref"); /** * Instantiates Phaser Game Object in the Scene. * * @param element - Element that you want to add. * @param scene - Phaser Scene. * @param parent - Phaser Container or Layer. */ function addGameObject(element, scene, parent) { if (Array.isArray(element)) { element.forEach(function (current) { return addGameObject(current, scene, parent); }); return; } if (!(0, element_1.isValidElement)(element)) { return; } var _a = element.props, children = _a.children, color = _a.color, frame = _a.frame, key = _a.key, // eslint-disable-line @typescript-eslint/no-unused-vars points = _a.points, ref = _a.ref, shader = _a.shader, style = _a.style, texture = _a.texture, props = __rest(_a, ["children", "color", "frame", "key", "points", "ref", "shader", "style", "texture"]); var gameObject; switch (true) { case element.type === components_1.Fragment: /* istanbul ignore else */ if (children) { toArray(children).forEach(function (child) { addGameObject(child, scene, parent); }); } return; case element.type === phaser_1.default.GameObjects.BitmapText: case element.type === phaser_1.default.GameObjects.DynamicBitmapText: gameObject = new element.type(scene, props.x, props.y, props.font); break; case element.type === phaser_1.default.GameObjects.Bob: gameObject = new element.type(scene, props.x, props.y, frame, props.visible); break; case element.type === phaser_1.default.GameObjects.Container: case element.type === phaser_1.default.GameObjects.Layer: gameObject = new element.type(scene); if (children) { toArray(children).forEach(function (child) { addGameObject(child, scene, gameObject); }); } break; case element.type === phaser_1.default.GameObjects.GameObject: gameObject = new element.type(scene, props.type); break; case element.type === phaser_1.default.GameObjects.Image: case element.type === phaser_1.default.GameObjects.Sprite: case element.type === phaser_1.default.GameObjects.NineSlice: gameObject = new element.type(scene, props.x, props.y, texture, frame); break; case element.type === phaser_1.default.GameObjects.Light: gameObject = new element.type(scene, props.x, props.y, props.radius, color === null || color === void 0 ? void 0 : color.r, color === null || color === void 0 ? void 0 : color.g, color === null || color === void 0 ? void 0 : color.b, props.intensity); break; case element.type === phaser_1.default.GameObjects.PathFollower: gameObject = new element.type(scene, props.path, props.x, props.y, texture, frame); break; case element.type === phaser_1.default.GameObjects.Plane: gameObject = new element.type(scene, props.x, props.y, texture, frame, props.width, props.height, props.isTiled); break; case element.type === phaser_1.default.GameObjects.PointLight: gameObject = new element.type(scene, props.x, props.y, color); break; case element.type === phaser_1.default.GameObjects.Rectangle: case element.type === phaser_1.default.GameObjects.Zone: gameObject = new element.type(scene, props.x, props.y); break; case element.type === phaser_1.default.GameObjects.Rope: gameObject = new element.type(scene, props.x, props.y, texture, frame, points); break; case element.type === phaser_1.default.GameObjects.Shader: gameObject = new element.type(scene, shader); break; case element.type === phaser_1.default.GameObjects.Text: gameObject = new element.type(scene, props.x, props.y, props.text, style); break; case element.type === phaser_1.default.GameObjects.TileSprite: gameObject = new element.type(scene, props.x, props.y, props.width, props.height, texture, frame); break; case element.type === phaser_1.default.GameObjects.Video: gameObject = new element.type(scene, props.x, props.y, props.cacheKey); break; // Phaser component case gameObjects.indexOf(element.type) !== -1: gameObject = new element.type(scene); break; // composite component (class/function) default: addGameObject(new element.type(element.props), scene, parent); return; } (0, props_1.setProps)(gameObject, props, scene); (0, ref_1.attachRef)(gameObject, ref); if (typeof (parent === null || parent === void 0 ? void 0 : parent.add) === 'function') { parent.add(gameObject); } else { scene.add.existing(gameObject); } } var gameObjects = Object.keys(GameObjects).map(function (key) { return GameObjects[key]; }); function toArray(item) { return Array.isArray(item) ? item : [item]; } //# sourceMappingURL=gameobject.js.map