phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
48 lines (40 loc) • 1.91 kB
JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BuildGameObject = require('../BuildGameObject');
var Layer = require('./Layer');
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
/**
* Creates a new Layer Game Object and returns it.
*
* A Layer is a special type of Game Object that groups other Game Objects together. Unlike a Container,
* a Layer does not apply any transform to its children. Instead, it provides a way to manage rendering
* order and apply post-pipelines or effects to a collection of Game Objects as a single unit.
* The `children` property of the config object can be used to pass an array of Game Objects to add
* to the Layer immediately upon creation.
*
* Note: This method will only be available if the Layer Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#layer
* @since 3.50.0
*
* @param {Phaser.Types.GameObjects.Sprite.SpriteConfig} config - The configuration object this Game Object will use to create itself. The `children` key can be set to an array of Game Objects to add to the Layer.
* @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.Layer} The Game Object that was created.
*/
GameObjectCreator.register('layer', function (config, addToScene)
{
if (config === undefined) { config = {}; }
var children = GetAdvancedValue(config, 'children', null);
var layer = new Layer(this.scene, children);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, layer, config);
return layer;
});