phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
47 lines (38 loc) • 1.73 kB
JavaScript
/**
* @author Benjamin D. Richards <benjamindrichards@gmail.com>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BuildGameObject = require('../BuildGameObject');
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
var Mesh2D = require('./Mesh2D');
/**
* Creates a new Mesh2D Game Object and returns it.
*
* Note: This method will only be available if the Mesh2D Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#mesh2d
* @since 4.2.0
*
* @param {Phaser.Types.GameObjects.GameObjectConfig} config - The configuration object this Game Object will use to create itself.
* @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.Mesh2D} The Game Object that was created.
*/
GameObjectCreator.register('mesh2d', function (config, addToScene)
{
if (config === undefined) { config = {}; }
var key = GetAdvancedValue(config, 'key', null);
var vertices = GetAdvancedValue(config, 'vertices', []);
var indices = GetAdvancedValue(config, 'indices', []);
var flipV = GetAdvancedValue(config, 'flipV', false);
var mesh2d = new Mesh2D(this.scene, 0, 0, key, vertices, indices, flipV);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, mesh2d, config);
return mesh2d;
});
// When registering a factory function 'this' refers to the GameObjectCreator context.