GameObjectCreator#sound()

sound(key, volume, loop, connect) → {Phaser.Sound} Creates a new Sound object. Parameters Name Type Argument Default Description key string The Game.cache key of the sound that this object will use. volume number <optional> 1 The volume at which the sound will be played. loop boolean <optional> false Whether or not the sound will loop. connect boolean <optional> true Controls if the created Sound object will connect to the master gainNode of the SoundMa

GameObjectCreator#rope()

rope(x, y, width, height, key, frame) → {Phaser.Rope} Creates a new Rope object. Parameters Name Type Description x number The x coordinate (in world space) to position the Rope at. y number The y coordinate (in world space) to position the Rope at. width number The width of the Rope. height number The height of the Rope. key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture This is the image or texture used by the TileSprite during rendering. It can be a string whic

GameObjectCreator#retroFont()

retroFont(font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) → {Phaser.RetroFont} Create a new RetroFont object. A RetroFont can be used as a texture for an Image or Sprite and optionally add it to the Cache.A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.If you need variable width character support then use a BitmapText object instead. The main difference between a Retro

GameObjectCreator#renderTexture()

renderTexture(width, height, key, addToCache) → {Phaser.RenderTexture} A dynamic initially blank canvas to which images can be drawn. Parameters Name Type Argument Default Description width number <optional> 100 the width of the RenderTexture. height number <optional> 100 the height of the RenderTexture. key string <optional> '' Asset key for the RenderTexture when stored in the Cache (see addToCache parameter). addToCache boolean <optional> false

GameObjectCreator#image()

image(x, y, key, frame) → {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 Description x number X position of the image. y number Y position of the image. key string | Phaser.RenderTexture | PIXI.Texture T

GameObjectCreator#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 The parent Group or DisplayObjectContainer that will hold this group, if any. name string <optional> 'group' A name for this Group. Not used internally but useful for debugging. addToStage boolean <optional> false If set to

GameObjectCreator#graphics()

graphics(x, y) → {Phaser.Graphics} Creates a new Graphics object. Parameters Name Type Argument Default Description x number <optional> 0 X position of the new graphics object. y number <optional> 0 Y position of the new graphics object. Returns Phaser.Graphics - The newly created graphics object. Source code: gameobjects/GameObjectCreator.js (Line 236)

GameObjectCreator#GameObjectCreator

new GameObjectCreator(game) The GameObjectCreator is a quick way to create common game objects without adding them to the game world.The object creator can be accessed with game.make. Parameters Name Type Description game Phaser.Game A reference to the currently running game. Source code: gameobjects/GameObjectCreator.js (Line 15)

GameObjectCreator#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/GameObjectCreator.js (Line 407)

GameObjectCreator#emitter()

emitter(x, y, maxParticles) → {Phaser.Emitter} Creat a new Emitter. An Emitter is a lightweight particle emitter. It 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 accorindgly. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate within the Emitter that the particles are emitted from. y number <optio