Phaser.GameObjectFactory = function (game) { this.game = game; this._world = this.game.world; }; Phaser.GameObjectFactory.prototype = { _world: null, game: null, /** * Create a new Sprite with specific position and sprite sheet key. * * @param x {number} X position of the new sprite. * @param y {number} Y position of the new sprite. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite * @param [frame] {string|number} 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 {Sprite} The newly created sprite object. */ sprite: function (x, y, key, frame) { if (typeof key === "undefined") { key = ''; } if (typeof frame === "undefined") { frame = null; } // return this._world.group.add(new Phaser.Sprite(this.game, x, y, key, frame)); }, };