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Added the new Button game object and various other input and tilemap fixes.
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@@ -3,6 +3,7 @@
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/// <reference path="../gameobjects/Emitter.ts" />
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/// <reference path="../gameobjects/Particle.ts" />
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/// <reference path="../gameobjects/Sprite.ts" />
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/// <reference path="../gameobjects/Button.ts" />
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/// <reference path="../gameobjects/ScrollZone.ts" />
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/// <reference path="../gameobjects/DynamicTexture.ts" />
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/// <reference path="../gameobjects/Tilemap.ts" />
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@@ -62,6 +63,23 @@ module Phaser {
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// return <GeomSprite> this._world.group.add(new GeomSprite(this._game, x, y));
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//}
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/**
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* Create a new Button game object.
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*
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* @param [x] {number} X position of the button.
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* @param [y] {number} Y position of the button.
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* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
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* @param [callback] {function} The function to call when this button is pressed
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* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
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* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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* @returns {Button} The newly created button object.
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*/
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public button(x?: number = 0, y?: number = 0, key?: string = null, callback? = null, callbackContext? = null, overFrame? = null, outFrame? = null, downFrame? = null): Button {
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return <Button> this._world.group.add(new Button(this._game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
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}
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/**
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* Create a new Sprite with specific position and sprite sheet key.
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*
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