World and Camera updates nearly complete.

This commit is contained in:
Richard Davey
2013-10-04 16:51:24 +01:00
parent e8bed83ac3
commit c00bf96603
7 changed files with 135 additions and 130 deletions
+15 -12
View File
@@ -48,7 +48,7 @@ Phaser.GameObjectFactory.prototype = {
*/
existing: function (object) {
return this.world.group.add(object);
return this.world.add(object);
},
@@ -64,7 +64,7 @@ Phaser.GameObjectFactory.prototype = {
*/
sprite: function (x, y, key, frame) {
return this.world.group.add(new Phaser.Sprite(this.game, x, y, key, frame));
return this.world.create(x, y, key, frame);
},
@@ -72,17 +72,20 @@ Phaser.GameObjectFactory.prototype = {
* Create a new Sprite with specific position and sprite sheet key that will automatically be added as a child of the given parent.
*
* @method child
* @param {Phaser.Group} group - The Group to add this child to.
* @param {number} x - X position of the new sprite.
* @param {number} y - Y position of the new sprite.
* @param {string|RenderTexture} [key] - The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture.
* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @returns {Description} Description.
*/
child: function (parent, x, y, key, frame) {
child: function (group, x, y, key, frame) {
var child = this.world.group.add(new Phaser.Sprite(this.game, x, y, key, frame));
parent.addChild(child);
return child;
return group.create(x, y, key, frame);
// var child = new Phaser.Sprite(this.game, x, y, key, frame);
// parent.addChild(child);
// return child;
},
@@ -142,7 +145,7 @@ Phaser.GameObjectFactory.prototype = {
*/
tileSprite: function (x, y, width, height, key, frame) {
return this.world.group.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
},
@@ -157,7 +160,7 @@ Phaser.GameObjectFactory.prototype = {
*/
text: function (x, y, text, style) {
return this.world.group.add(new Phaser.Text(this.game, x, y, text, style));
return this.world.add(new Phaser.Text(this.game, x, y, text, style));
},
@@ -176,7 +179,7 @@ Phaser.GameObjectFactory.prototype = {
*/
button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
return this.world.group.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
return this.world.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
},
@@ -190,7 +193,7 @@ Phaser.GameObjectFactory.prototype = {
*/
graphics: function (x, y) {
return this.world.group.add(new Phaser.Graphics(this.game, x, y));
return this.world.add(new Phaser.Graphics(this.game, x, y));
},
@@ -221,7 +224,7 @@ Phaser.GameObjectFactory.prototype = {
*/
bitmapText: function (x, y, text, style) {
return this.world.group.add(new Phaser.BitmapText(this.game, x, y, text, style));
return this.world.add(new Phaser.BitmapText(this.game, x, y, text, style));
},
@@ -239,7 +242,7 @@ Phaser.GameObjectFactory.prototype = {
*/
tilemap: function (x, y, key, resizeWorld, tileWidth, tileHeight) {
return this.world.group.add(new Phaser.Tilemap(this.game, key, x, y, resizeWorld, tileWidth, tileHeight));
return this.world.add(new Phaser.Tilemap(this.game, key, x, y, resizeWorld, tileWidth, tileHeight));
},