GameObjectFactory#physicsGroup()

physicsGroup(physicsBodyType, parent, name, addToStage) → {Phaser.Group} A Group is a container for display objects that allows for fast pooling, recycling and collision checks. A Physics Group is the same as an ordinary Group except that is has enableBody turned on by default, so any Sprites it createsare automatically given a physics body. Parameters Name Type Argument Default Description physicsBodyType number <optional> Phaser.Physics.ARCADE If enableBody is true this is the t

GameObjectFactory#image()

image(x, y, key, frame, group) → {Phaser.Image} Create a new Image object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation. It can still rotate, scale, crop and receive input events.This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the Image. The coordinate is relative to any parent container

GameObjectFactory#group()

group(parent, name, addToStage, enableBody, physicsBodyType) → {Phaser.Group} A Group is a container for display objects that allows for fast pooling, recycling and collision checks. Parameters Name Type Argument Default Description parent any <optional> 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. name string <optional> 'group'

GameObjectFactory#graphics()

graphics(x, y, group) → {Phaser.Graphics} Creates a new Graphics object. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the Graphic. The coordinate is relative to any parent container this object may be in. y number <optional> 0 The y coordinate of the Graphic. The coordinate is relative to any parent container this object may be in. group Phaser.Group <optional> Optional Group to add the object to. If not specifie

GameObjectFactory#GameObjectFactory

new GameObjectFactory(game) The GameObjectFactory is a quick way to create many common game objectsusing game.add. Created objects are automatically added to the appropriate Manager, World, or manually specified parent Group. Parameters Name Type Description game Phaser.Game A reference to the currently running game. Source code: gameobjects/GameObjectFactory.js (Line 17)

GameObjectFactory#filter()

filter(filter) → {Phaser.Filter} A WebGL shader/filter that can be applied to Sprites. Parameters Name Type Description filter string The name of the filter you wish to create, for example HueRotate or SineWave. any Whatever parameters are needed to be passed to the filter init function. Returns Phaser.Filter - The newly created Phaser.Filter object. Source code: gameobjects/GameObjectFactory.js (Line 554)

GameObjectFactory#existing()

existing(object) → {any} Adds an existing display object to the game world. Parameters Name Type Description object any An instance of Phaser.Sprite, Phaser.Button or any other display object. Returns any - The child that was added to the World. Source code: gameobjects/GameObjectFactory.js (Line 35)

GameObjectFactory#emitter()

emitter(x, y, maxParticles) → {Phaser.Particles.Arcade.Emitter} Create a new Emitter. A particle emitter can be used for one-time explosions or forcontinuous effects like rain and fire. All it really does is launch Particle objects outat set intervals, and fixes their positions and velocities accordingly. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate within the Emitter that the particles are emitted from. y number <optional> 0

GameObjectFactory#creature()

creature(x, y, key, group) → {Phaser.Creature} Create a new Creature Animation object. Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios. It allows you to display animated Game Objects that were created with the Creature Automated Animation Tool. Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games. Note 2: You must use a build of Phaser that includes the CreatureMeshBone.j

GameObjectFactory#button()

button(x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) → {Phaser.Button} Creates a new Button object. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the Button. The coordinate is relative to any parent container this button may be in. y number <optional> 0 The y coordinate of the Button. The coordinate is relative to any parent container this button may be in. key string <optional&g