UNPKG

phaser

Version:

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

2,763 lines (1,117 loc) 109 kB
<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Class: GameObjectCreator</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <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 class="navbar-inner"> <a class="brand" href="index.html">Phaser</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 class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"> <a href="Phaser.Animation.html">Animation</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationManager.html">AnimationManager</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationParser.html">AnimationParser</a> </li> <li class="class-depth-1"> <a href="Phaser.ArrayList.html">ArrayList</a> </li> <li class="class-depth-1"> <a href="Phaser.AudioSprite.html">AudioSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapData.html">BitmapData</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapText.html">BitmapText</a> </li> <li class="class-depth-1"> <a href="Phaser.Button.html">Button</a> </li> <li class="class-depth-1"> <a href="Phaser.Cache.html">Cache</a> </li> <li class="class-depth-1"> <a href="Phaser.Camera.html">Camera</a> </li> <li class="class-depth-1"> <a href="Phaser.Canvas.html">Canvas</a> </li> <li class="class-depth-1"> <a href="Phaser.Circle.html">Circle</a> </li> <li class="class-depth-1"> <a href="Phaser.Color.html">Color</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Bounce.html">Bounce</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Circular.html">Circular</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Cubic.html">Cubic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Elastic.html">Elastic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Exponential.html">Exponential</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Linear.html">Linear</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quadratic.html">Quadratic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quartic.html">Quartic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quintic.html">Quintic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a> </li> <li class="class-depth-1"> <a href="Phaser.Ellipse.html">Ellipse</a> </li> <li class="class-depth-1"> <a href="Phaser.Events.html">Events</a> </li> <li class="class-depth-1"> <a href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.GamepadButton.html">GamepadButton</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a 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-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 class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> <a href="Phaser.SignalBinding.html">SignalBinding</a> </li> <li class="class-depth-1"> <a href="Phaser.SinglePad.html">SinglePad</a> </li> <li class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span8"> <div id="main"> <h1 class="page-title">Class: GameObjectCreator</h1> <section> <header> <h2> <span class="ancestors"><a href="Phaser.html">Phaser</a>.</span> GameObjectCreator </h2> <div class="class-description"><p>Phaser.GameObjectCreator</p></div> </header> <article> <div class="container-overview"> <dt> <h4 class="name" id="GameObjectCreator"><span class="type-signature"></span>new GameObjectCreator<span class="signature">(game)</span><span class="type-signature"></span></h4> </dt> <dd> <div class="description"> <p>The Game Object Creator is a quick way to create all of the different sorts of core objects that Phaser uses, but not add them to the game world. Use the GameObjectFactory to create and add the objects into the world.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>game</code></td> <td class="type"> <span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span> </td> <td class="description last"><p>A reference to the currently running game.</p></td> </tr> </tbody> </table> <dl class="details"> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="GameObjectCreator.js.html#sunlight-1-line-15">line 15</a> </li></ul></dd> </dl> </dd> </div> <h3 class="subsection-title">Members</h3> <dl> <dt> <h4 class="name" id="game"><span class="type-signature"></span>game<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>game</code></td> <td class="type"> <span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span> </td> <td class="description last"><p>A reference to the currently running Game.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="GameObjectCreator.js.html#sunlight-1-line-20">line 20</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="world"><span class="type-signature"></span>world<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>world</code></td> <td class="type"> <span class="param-type"><a href="Phaser.World.html">Phaser.World</a></span> </td> <td class="description last"><p>A reference to the game world.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="GameObjectCreator.js.html#sunlight-1-line-25">line 25</a> </li></ul></dd> </dl> </dd> </dl> <h3 class="subsection-title">Methods</h3> <dl> <dt> <h4 class="name" id="audio"><span class="type-signature"></span>audio<span class="signature">(key, <span class="optional">volume</span>, <span class="optional">loop</span>, <span class="optional">connect</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Sound.html">Phaser.Sound</a>}</span></h4> </dt> <dd> <div class="description"> <p>Creates a new Sound object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>The Game.cache key of the sound that this object will use.</p></td> </tr> <tr> <td class="name"><code>volume</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> 1 </td> <td class="description last"><p>The volume at which the sound will be played.</p></td> </tr> <tr> <td class="name"><code>loop</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> false </td> <td class="description last"><p>Whether or not the sound will loop.</p></td> </tr> <tr> <td class="name"><code>connect</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> true </td> <td class="description last"><p>Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.</p></td> </tr> </tbody> </table> <dl class="details"> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="GameObjectCreator.js.html#sunlight-1-line-112">line 112</a> </li></ul></dd> </dl> <h5>Returns:</h5> <div class="param-desc"> <p>The newly created text object.</p> </div> <dl> <dt> Type </dt> <dd> <span class="param-type"><a href="Phaser.Sound.html">Phaser.Sound</a></span> </dd> </dl> </dd> <dt> <h4 class="name" id="audioSprite"><span class="type-signature"></span>audioSprite<span class="signature">(key)</span><span class="type-signature"> &rarr; {<a href="Phaser.AudioSprite.html">Phaser.AudioSprite</a>}</span></h4> </dt> <dd> <div class="description"> <p>Creates a new AudioSprite object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="description last"><p>The Game.cache key of the sound that this object will use.</p></td> </tr> </tbody> </table> <dl class="details"> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="GameObjectCreator.js.html#sunlight-1-line-128">line 128</a> </li></ul></dd> </dl> <h5>Returns:</h5> <div class="param-desc"> <p>The newly created AudioSprite object.</p> </div> <dl> <dt> Type </dt> <dd> <span class="param-type"><a href="Phaser.AudioSprite.html">Phaser.AudioSprite</a></span> </dd> </dl> </dd> <dt> <h4 class="name" id="bitmapData"><span class="type-signature"></span>bitmapData<span class="signature">(<span class="optional">width</span>, <span class="optional">height</span>, <span class="optional">key</span>, <span class="optional">addToCache</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>}</span></h4> </dt> <dd> <div class="description"> <p>A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>width</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> 256 </td> <td class="description last"><p>The width of the BitmapData in pixels.</p></td> </tr> <tr> <td class="name"><code>height</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> 256 </td> <td class="description last"><p>The height of the BitmapData in pixels.</p></td> </tr> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> '' </td> <td class="description last"><p>Asset key for the BitmapData when stored in the Cache (see addToCache parameter).</p></td> </tr> <tr> <td class="name"><code>addToCache</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> false </td> <td class="description last"><p>Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)</p></td> </tr> </tbody> </table> <dl class="details"> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="GameObjectCreator.js.html#sunlight-1-line-350">line 350</a> </li></ul></dd> </dl> <h5>Returns:</h5> <div class="param-desc"> <p>The newly created BitmapData object.</p> </div> <dl> <dt> Type </dt> <dd> <span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span> </dd> </dl> </dd> <dt> <h4 class="name" id="bitmapText"><span class="type-signature"></span>bitmapText<span class="signature">(x, y, font, <span class="optional">text</span>, <span class="optional">size</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.BitmapText.html">Phaser.BitmapText</a>}</span></h4> </dt> <dd> <div class="description"> <p>Create a new BitmapText object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> </td> <td class="description last"><p>X position of the new bitmapText object.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> </td> <td class="description last"><p>Y position of the new bitmapText object.</p></td> </tr> <tr> <td class="name"><code>font</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> </td> <td class="description last"><p>The key of the BitmapText font as stored in Game.Cache.</p></td> </tr> <tr> <td class="name"><code>text</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="description last"><p>The actual text that will be rendered. Can be set later via BitmapText.text.</p></td> </tr> <tr> <td class="name"><code>size</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="description last"><p>The size the font will be rendered in, in pixels.</p></td> </tr> </tbody> </table> <dl class="details"> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="GameObjectCreator.js.html#sunlight-1-line-287">line 287</a> </li></ul></dd> </dl> <h5>Returns:</h5> <div class="param-desc"> <p>The newly created bitmapText object.</p> </div> <dl> <dt> Type </dt> <dd> <span class="param-type"><a href="Phaser.BitmapText.html">Phaser.BitmapText</a></span> </dd> </dl> </dd> <dt> <h4 class="name" id="button"><span class="type-signature"></span>button<span class="signature">(<span class="optional">x</span>, <span class="optional">y</span>, <span class="optional">key</span>, <span class="optional">callback</span>, <span class="optional">callbackContext</span>, <span class="optional">overFrame</span>, <span class="optional">outFrame</span>, <span class="optional">downFrame</span>, <span class="optional">upFrame</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Button.html">Phaser.Button</a>}</span></h4> </dt> <dd> <div class="description"> <p>Creates a new Button object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="description last"><p>X position of the new button object.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="description last"><p>Y position of the new button object.</p></td> </tr> <tr> <td class="name"><code>key</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="description last"><p>The image key as defined in the Game.Cache to use as the texture for this button.</p></td> </tr> <tr> <td class="name"><code>callback</code></td> <td class="type"> <span class="param-type">function</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="description last"><p>The function to call when this button is pressed</p></td> </tr> <tr> <td class="name"><code>callbackContext</code></td> <td class="type"> <span class="param-type">object</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="description last"><p>The context in which the callback will be called (usually 'this')</p></td> </tr> <tr> <td class="name"><code>overFrame</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="description last"><p>This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.</p></td> </tr> <tr> <td class="name"><code>outFrame</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="description last"><p>This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.</p></td> </tr> <tr> <td class="name"><code>downFrame</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="description last"><p>This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.</p></td> </tr> <tr> <td class="name"><code>upFrame</code></td> <td class="type"> <span class="param-type">string</span> | <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="description last"><p>This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.</p></td> </tr> </tbody> </table> <dl class="details"> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="GameObjectCreator.js.html#sunlight-1-line-209">line 209</a> </li></ul></dd> </dl> <h5>Returns:</h5> <div class="param-desc"> <p>The newly created button object.</p> </div> <dl> <dt> Type </dt> <dd> <span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span> </dd> </dl> </dd> <dt> <h4 class="name" id="emitter"><span class="type-signature"></span>emitter<span class="signature">(<span class="optional">x</span>, <span class="optional">y</span>, <span class="optional">maxParticles</span>)</span><span class="type-signature"> &rarr; {Phaser.Emitter}</span></h4> </dt> <dd> <div class="description"> <p>Emitter is a lightweight particle emitter. It can be used for one-time explosions or for continuous effects like rain and fire. All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accorindgly.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>The x coordinate within the Emitter that the particles are emitted from.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>The y coordinate within the Emitter that the particles are emitted from.</p></td> </tr> <tr> <td class="name"><code>maxParticles</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> 50 </td> <td class="description last"><p>The total number of particles in this emitter.</p></td> </tr> </tbody> </table> <dl class="details"> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="GameObjectCreator.js.html#sunlight-1-line-244">line 244</a> </li></ul></dd> </dl> <h5>Returns:</h5> <div class="param-desc"> <p>The newly created emitter object.</p> </div> <dl> <dt> Type </dt> <dd> <span class="param-type">Phaser.Emitter</span> </dd> </dl> </dd> <dt> <h4 class="name" id="filter"><span class="type-signature"></span>filter<span class="signature">(filter)</span><span class="type-signature"> &rarr; {<a href="Phaser.Filter.html">Phaser.Filter</a>}</span></h4> </dt> <dd> <div class="description"> <p>A WebGL shader/filter that can be applied to Sprites.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>filter</code></td> <td class="type"> <span class="param-type">string</span> </td> <td class="description last"><p>The name of the filter you wish to create, for example HueRotate or SineWave.</p></td> </tr> <tr> <td class="name"><code></code></td> <td class="type"> <span class="param-type">any</span> </td> <td class="description last"><p>Whatever parameters are needed to be passed to the filter init function.</p></td> </tr> </tbody> </table> <dl class="details"> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="GameObjectCreator.js.html">gameobjects/GameObjectCreator.js</a>, <a href="GameObjectCreator.js.html#sunlight-1-line-376">line 376</a> </li></ul></dd> </dl> <h5>Returns:</h5> <div class="param-desc"> <p>The newly created Phaser.Filter object.</p> </div> <dl> <dt> Type </dt> <dd> <span class="param-type"><a href="Phaser.Filter.html">Phaser.Filter</a></span> </dd> </dl> </dd> <dt> <h4 class="name" id="graphics"><span class="type-signature"></span>graphics<span class="signature">(x, y)</span><span class="type-signature"> &rarr; {<a href="Phaser.Graphics.html">Phaser.Graphics</a>}</span></h4> </dt> <dd> <div class="description"> <p>Creates a new Graphics object.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>x</code></td> <td class="type"> <span cl