<reponame>Q-tipwithaface/Q-tip<filename>phaser/plugins/camera3d/src/sprite3d/Sprite3DCreator.js<gh_stars>0/**
 * @author       Richard Davey <nnheo@example.com>
 * @copyright    2018 Photon Storm Ltd.
 * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
 */

var BuildGameObject = require('../../../../src/gameobjects/BuildGameObject');
var BuildGameObjectAnimation = require('../../../../src/gameobjects/BuildGameObjectAnimation');
var GameObjectCreator = require('../../../../src/gameobjects/GameObjectCreator');
var GetAdvancedValue = require('../../../../src/utils/object/GetAdvancedValue');
var Sprite3D = require('./Sprite3D');

/**
 * Creates a new Sprite3D Game Object and returns it.
 *
 * Note: This method will only be available if the Sprite3D Game Object has been built into Phaser.
 *
 * @method Phaser.GameObjects.GameObjectCreator#sprite3D
 * @since 3.0.0
 *
 * @param {object} config - The configuration object this Game Object will use to create itself.
 * @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
 *
 * @return {Phaser.GameObjects.Sprite3D} The Game Object that was created.
 */
GameObjectCreator.register('sprite3D', function (config, addToScene)
{
    if (config === undefined) { config = {}; }

    var key = GetAdvancedValue(config, 'key', null);
    var frame = GetAdvancedValue(config, 'frame', null);

    var sprite = new Sprite3D(this.scene, 0, 0, key, frame);

    if (addToScene !== undefined)
    {
        config.add = addToScene;
    }

    BuildGameObject(this.scene, sprite, config);

    //  Sprite specific config options:

    BuildGameObjectAnimation(sprite, config);

    return sprite;
});

//  When registering a factory function 'this' refers to the GameObjectCreator context.
