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* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
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*
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* @method Phaser.GameObjects.Factory#group
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* @method Phaser.GameObject.Factory#group
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* @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.
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* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
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* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* A Physics Group is the same as an ordinary Group except that is has enableBody turned on by default, so any Sprites it creates
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* are automatically given a physics body.
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*
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* @method Phaser.GameObjects.Factory#physicsGroup
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* @method Phaser.GameObject.Factory#physicsGroup
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* @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.
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* @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.
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* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
* If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use `Tilemap.create` or pass the map and tile dimensions here.
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* Note that all Tilemaps use a base tile size to calculate dimensions from, but that a TilemapLayer may have its own unique tile size that overrides it.
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*
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* @method Phaser.GameObjects.Factory#tilemap
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* @method Phaser.GameObject.Factory#tilemap
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* @param {string} [key] - The key of the tilemap data as stored in the Cache. If you're creating a blank map either leave this parameter out or pass `null`.
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* @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
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* @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
* The Plugin must have 2 properties: `game` and `parent`. Plugin.game is set to the game reference the PluginManager uses, and parent is set to the PluginManager.
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*
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* @method Phaser.GameObjects.Factory#plugin
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* @method Phaser.GameObject.Factory#plugin
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* @param {object|Phaser.Plugin} plugin - The Plugin to add into the PluginManager. This can be a function or an existing object.
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* @param {...*} parameter - Additional parameters that will be passed to the Plugin.init method.
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* @return {Phaser.Plugin} The Plugin that was added to the manager.
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