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phaser-multires

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: src/gameobjects/GameObjectFactory.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li 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href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li 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href="Phaser.Gamepad.html">Gamepad</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li> <li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li> <li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li> <li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li> <li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/gameobjects/GameObjectFactory.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The GameObjectFactory is a quick way to create many common game objects * using {@linkcode Phaser.Game#add `game.add`}. * * Created objects are _automatically added_ to the appropriate Manager, World, or manually specified parent Group. * * @class Phaser.GameObjectFactory * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.GameObjectFactory = function (game) { /** * @property {Phaser.Game} game - A reference to the currently running Game. * @protected */ this.game = game; /** * @property {Phaser.World} world - A reference to the game world. * @protected */ this.world = this.game.world; }; Phaser.GameObjectFactory.prototype = { /** * Adds an existing display object to the game world. * * @method Phaser.GameObjectFactory#existing * @param {any} object - An instance of Phaser.Sprite, Phaser.Button or any other display object. * @return {any} The child that was added to the World. */ existing: function (object) { return this.world.add(object); }, /** * Weapons provide the ability to easily create a bullet pool and manager. * * Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties. * The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics. * * The Bullets are created inside of `Weapon.bullets`, which is a Phaser.Group instance. Anything you * can usually do with a Group, such as move it around the display list, iterate it, etc can be done * to the bullets Group too. * * Bullets can have textures and even animations. You can control the speed at which they are fired, * the firing rate, the firing angle, and even set things like gravity for them. * * @method Phaser.GameObjectFactory#weapon * @param {integer} [quantity=1] - The quantity of bullets to seed the Weapon with. If -1 it will set the pool to automatically expand. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - The image used as a texture by the bullets 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 {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used by the bullets. Use either an integer for a Frame ID or a string for a frame name. * @param {Phaser.Group} [group] - Optional Group to add the Weapon to. If not specified it will be added to the World group. * @returns {Phaser.Weapon} A Weapon instance. */ weapon: function (quantity, key, frame, group) { var weapon = this.game.plugins.add(Phaser.Weapon); weapon.createBullets(quantity, key, frame, group); return weapon; }, /** * Create a new `Image` object. * * An Image is a light-weight object you can use to display anything that doesn't need physics or animation. * * It can still rotate, scale, crop and receive input events. * This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics. * * @method Phaser.GameObjectFactory#image * @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - 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 {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used. Use either an integer for a Frame ID or a string for a frame name. * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group. * @returns {Phaser.Image} The newly created Image object. */ image: function (x, y, key, frame, group) { if (group === undefined) { group = this.world; } return group.add(new Phaser.Image(this.game, x, y, key, frame)); }, /** * Create a new Sprite with specific position and sprite sheet key. * * At its most basic a Sprite 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. * * @method Phaser.GameObjectFactory#sprite * @param {number} [x=0] - The x coordinate of the sprite. The coordinate is relative to any parent container this sprite may be in. * @param {number} [y=0] - The y coordinate of the sprite. The coordinate is relative to any parent container this sprite may be in. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - 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 {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used. Use either an integer for a Frame ID or a string for a frame name. * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group. * @returns {Phaser.Sprite} The newly created Sprite object. */ sprite: function (x, y, key, frame, group) { if (group === undefined) { group = this.world; } return group.create(x, y, key, frame); }, /** * 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.GameObjectFactory#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. * @returns {Phaser.Creature} The newly created Sprite object. */ creature: function (x, y, key, mesh, group) { if (group === undefined) { group = this.world; } var obj = new Phaser.Creature(this.game, x, y, key, mesh); group.add(obj); return obj; }, /** * Create a tween on a specific object. * * The object can be any JavaScript object or Phaser object such as Sprite. * * @method Phaser.GameObjectFactory#tween * @param {object} object - Object the tween will be run on. * @return {Phaser.Tween} The newly created Phaser.Tween object. */ tween: function (object) { return this.game.tweens.create(object); }, /** * A Group is a container for display objects that allows for fast pooling, recycling and collision checks. * * @method Phaser.GameObjectFactory#group * @param {any} [parent] - The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default. * @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging. * @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World. * @param {boolean} [enableBody=false] - If true all Sprites created with `Group.create` or `Group.createMulitple` will have a physics body created on them. Change the body type with physicsBodyType. * @param {number} [physicsBodyType=0] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc. * @return {Phaser.Group} The newly created Group. */ group: function (parent, name, addToStage, enableBody, physicsBodyType) { return new Phaser.Group(this.game, parent, name, addToStage, enableBody, physicsBodyType); }, /** * A Group is a container for display objects that allows for fast pooling, recycling and collision checks. * * A Physics Group is the same as an ordinary Group except that is has enableBody turned on by default, so any Sprites it creates * are automatically given a physics body. * * @method Phaser.GameObjectFactory#physicsGroup * @param {number} [physicsBodyType=Phaser.Physics.ARCADE] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA, etc. * @param {any} [parent] - The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default. * @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging. * @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World. * @return {Phaser.Group} The newly created Group. */ physicsGroup: function (physicsBodyType, parent, name, addToStage) { return new Phaser.Group(this.game, parent, name, addToStage, true, physicsBodyType); }, /** * A SpriteBatch is a really fast version of a Phaser Group built solely for speed. * Use when you need a lot of sprites or particles all sharing the same texture. * The speed gains are specifically for WebGL. In Canvas mode you won't see any real difference. * * @method Phaser.GameObjectFactory#spriteBatch * @param {Phaser.Group|null} parent - The parent Group that will hold this Sprite Batch. Set to `undefined` or `null` to add directly to game.world. * @param {string} [name='group'] - A name for this Sprite Batch. Not used internally but useful for debugging. * @param {boolean} [addToStage=false] - If set to true this Sprite Batch will be added directly to the Game.Stage instead of the parent. * @return {Phaser.SpriteBatch} The newly created Sprite Batch. */ spriteBatch: function (parent, name, addToStage) { if (parent === undefined) { parent = null; } if (name === undefined) { name = 'group'; } if (addToStage === undefined) { addToStage = false; } return new Phaser.SpriteBatch(this.game, parent, name, addToStage); }, /** * Creates a new Sound object. * * @method Phaser.GameObjectFactory#audio * @param {string} key - The Game.cache key of the sound that this object will use. * @param {number} [volume=1] - The volume at which the sound will be played. * @param {boolean} [loop=false] - Whether or not the sound will loop. * @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio. * @return {Phaser.Sound} The newly created sound object. */ audio: function (key, volume, loop, connect) { return this.game.sound.add(key, volume, loop, connect); }, /** * Creates a new Sound object. * * @method Phaser.GameObjectFactory#sound * @param {string} key - The Game.cache key of the sound that this object will use. * @param {number} [volume=1] - The volume at which the sound will be played. * @param {boolean} [loop=false] - Whether or not the sound will loop. * @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio. * @return {Phaser.Sound} The newly created sound object. */ sound: function (key, volume, loop, connect) {