-
Notifications
You must be signed in to change notification settings - Fork 7.1k
/
SpriteCreator.js
47 lines (38 loc) · 1.57 KB
/
SpriteCreator.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2024 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BuildGameObject = require('../BuildGameObject');
var BuildGameObjectAnimation = require('../BuildGameObjectAnimation');
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
var Sprite = require('./Sprite');
/**
* Creates a new Sprite Game Object and returns it.
*
* Note: This method will only be available if the Sprite Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#sprite
* @since 3.0.0
*
* @param {Phaser.Types.GameObjects.Sprite.SpriteConfig} config - The configuration object this Game Object will use to create itself.
* @param {boolean} [addToScene=true] - 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.Sprite} The Game Object that was created.
*/
GameObjectCreator.register('sprite', function (config, addToScene)
{
if (config === undefined) { config = {}; }
var key = GetAdvancedValue(config, 'key', null);
var frame = GetAdvancedValue(config, 'frame', null);
var sprite = new Sprite(this.scene, 0, 0, key, frame);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, sprite, config);
// Sprite specific config options:
BuildGameObjectAnimation(sprite, config);
return sprite;
});