phaser/docs/src_gameobjects_BitmapText.js.html

1880 lines
53 KiB
HTML
Raw Normal View History

2014-11-15 20:01:46 +00:00
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
2015-03-23 23:46:30 +00:00
<title>Phaser Source: src/gameobjects/BitmapText.js</title>
2014-11-15 20:01:46 +00:00
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
2014-11-25 00:23:44 +00:00
<div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div>
2014-11-15 20:01:46 +00:00
<div class="navbar-inner">
2014-11-25 00:23:44 +00:00
<a class="brand" href="index.html">Phaser API</a>
2014-11-15 20:01:46 +00:00
<ul class="nav">
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="Phaser.html">Phaser</a>
</li>
2015-10-15 11:06:38 +00:00
<li class="class-depth-0">
<a href="Phaser.KeyCode.html">KeyCode</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1">
<a href="Phaser.Animation.html">Animation</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1">
<a href="Phaser.ArraySet.html">ArraySet</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Button.html">Button</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Cache.html">Cache</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Camera.html">Camera</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Color.html">Color</a>
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-2">
<a href="Phaser.Component.Angle.html">Angle</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Animation.html">Animation</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.AutoCull.html">AutoCull</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Bounds.html">Bounds</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.BringToTop.html">BringToTop</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Core.html">Core</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Crop.html">Crop</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Delta.html">Delta</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Destroy.html">Destroy</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Health.html">Health</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.InCamera.html">InCamera</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.InputEnabled.html">InputEnabled</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.InWorld.html">InWorld</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.LifeSpan.html">LifeSpan</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Overlap.html">Overlap</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Reset.html">Reset</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Smoothed.html">Smoothed</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1">
<a href="Phaser.Create.html">Create</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Creature.html">Creature</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="Phaser.Device.html">Device</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1">
<a href="Phaser.DeviceButton.html">DeviceButton</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-2">
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Events.html">Events</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Filter.html">Filter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexGrid.html">FlexGrid</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexLayer.html">FlexLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Frame.html">Frame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Game.html">Game</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Group.html">Group</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Image.html">Image</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1">
<a href="Phaser.ImageCollection.html">ImageCollection</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="Phaser.Input.html">Input</a>
</li>
<li class="class-depth-1">
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Key.html">Key</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Line.html">Line</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Loader.html">Loader</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Math.html">Math</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1">
<a href="Phaser.Matrix.html">Matrix</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Net.html">Net</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particle.html">Particle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particles.html">Particles</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Particles.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Physics.html">Physics</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-3">
2015-08-24 14:43:45 +00:00
<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
2015-03-23 23:46:30 +00:00
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-2">
<a href="Phaser.Physics.Ninja.html">Ninja</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.P2.html">P2</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Material.html">Material</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Pointer.html">Pointer</a>
</li>
2015-10-15 11:06:38 +00:00
<li class="class-depth-1">
<a href="Phaser.PointerMode.html">PointerMode</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RetroFont.html">RetroFont</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rope.html">Rope</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1">
<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Signal.html">Signal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SignalBinding.html">SignalBinding</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sound.html">Sound</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="Phaser.State.html">State</a>
</li>
<li class="class-depth-1">
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tile.html">Tile</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Time.html">Time</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Timer.html">Timer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Touch.html">Touch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tween.html">Tween</a>
</li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1">
<a href="Phaser.TweenData.html">TweenData</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Utils.html">Utils</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li class="class-depth-1">
2015-07-22 14:31:30 +00:00
<a href="Phaser.Video.html">Video</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-07-22 14:31:30 +00:00
<a href="Phaser.World.html">World</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-07-22 14:31:30 +00:00
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-07-22 14:31:30 +00:00
<a href="PIXI.BaseTexture.html">BaseTexture</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
2015-08-24 14:43:45 +00:00
<li class="class-depth-1">
<a href="PIXI.CanvasPool.html">CanvasPool</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
2016-02-08 17:01:36 +00:00
<li class="class-depth-1">
<a href="PIXI.EarCut.html">EarCut</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.PolyK.html">PolyK</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.RenderTexture.html">RenderTexture</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Rope.html">Rope</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Sprite.html">Sprite</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Strip.html">Strip</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.StripShader.html">StripShader</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Texture.html">Texture</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.TilingSprite.html">TilingSprite</a>
2014-11-15 20:01:46 +00:00
</li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
2014-11-25 00:23:44 +00:00
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#AUTO">AUTO</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#BITMAPDATA">BITMAPDATA</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#blendModes">blendModes</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#BUTTON">BUTTON</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS">CANVAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CIRCLE">CIRCLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#CREATURE">CREATURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
<li class="class-depth-0">
<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
<li class="class-depth-0">
<a href="global.html#GROUP">GROUP</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#HEADLESS">HEADLESS</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#IMAGE">IMAGE</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#LEFT">LEFT</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#LINE">LINE</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
2016-02-08 17:01:36 +00:00
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#TILEMAP">TILEMAP</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
2014-11-15 20:01:46 +00:00
</li>
</ul>
</li>
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
<li class="dropdown">
2014-11-25 00:23:44 +00:00
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
2014-11-15 20:01:46 +00:00
<ul class="dropdown-menu ">
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
2014-11-25 00:23:44 +00:00
</ul>
</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
2014-11-15 20:01:46 +00:00
</ul>
</li>
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
2016-05-19 11:36:51 +00:00
<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
2016-05-19 11:36:51 +00:00
<li class="class-depth-1"><a href="http://phaser.io/news/2015/08/phaser-slack-channel">Slack</a></li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
2014-11-25 00:23:44 +00:00
</ul>
</li>
2014-11-15 20:01:46 +00:00
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
2015-03-23 23:46:30 +00:00
<h1 class="page-title">Source: src/gameobjects/BitmapText.js</h1>
2014-11-15 20:01:46 +00:00
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
2016-04-22 14:15:28 +00:00
* @copyright 2016 Photon Storm Ltd.
2014-11-15 20:01:46 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
2015-07-22 14:31:30 +00:00
* BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
2015-03-23 23:46:30 +00:00
* It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to
* match the font structure.
*
* BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
2015-07-22 14:31:30 +00:00
* to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by
2015-03-23 23:46:30 +00:00
* processing the font texture in an image editor, applying fills and any other effects required.
2014-11-15 20:01:46 +00:00
*
2015-07-22 14:31:30 +00:00
* To create multi-line text insert \r, \n or \r\n escape codes into the text string.
*
* If you are having performance issues due to the volume of sprites being rendered, and do not require the text to be constantly
* updating, you can use BitmapText.generateTexture to create a static texture from this BitmapText.
*
* To create a BitmapText data files you can use:
2015-03-23 23:46:30 +00:00
*
* BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
* Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
* Littera (Web-based, free): http://kvazars.com/littera/
2014-11-15 20:01:46 +00:00
*
2015-07-22 14:31:30 +00:00
* For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of
* converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson
*
2015-07-29 14:01:04 +00:00
* If you were using an older version of Phaser (&lt; 2.4) and using the DOMish parser hack, please remove this. It isn't required any longer.
*
2014-11-15 20:01:46 +00:00
* @class Phaser.BitmapText
* @constructor
2015-07-22 14:31:30 +00:00
* @extends PIXI.DisplayObjectContainer
2015-03-23 23:46:30 +00:00
* @extends Phaser.Component.Core
* @extends Phaser.Component.Angle
* @extends Phaser.Component.AutoCull
* @extends Phaser.Component.Bounds
* @extends Phaser.Component.Destroy
* @extends Phaser.Component.FixedToCamera
* @extends Phaser.Component.InputEnabled
* @extends Phaser.Component.InWorld
* @extends Phaser.Component.LifeSpan
* @extends Phaser.Component.PhysicsBody
* @extends Phaser.Component.Reset
2014-11-15 20:01:46 +00:00
* @param {Phaser.Game} game - A reference to the currently running game.
2015-07-22 14:31:30 +00:00
* @param {number} x - X coordinate to display the BitmapText object at.
* @param {number} y - Y coordinate to display the BitmapText object at.
* @param {string} font - The key of the BitmapText as stored in Phaser.Cache.
* @param {string} [text=''] - The text that will be rendered. This can also be set later via BitmapText.text.
* @param {number} [size=32] - The size the font will be rendered at in pixels.
* @param {string} [align='left'] - The alignment of multi-line text. Has no effect if there is only one line of text.
2014-11-15 20:01:46 +00:00
*/
2015-07-22 14:31:30 +00:00
Phaser.BitmapText = function (game, x, y, font, text, size, align) {
2014-11-15 20:01:46 +00:00
x = x || 0;
y = y || 0;
font = font || '';
text = text || '';
size = size || 32;
2015-07-22 14:31:30 +00:00
align = align || 'left';
PIXI.DisplayObjectContainer.call(this);
2014-11-15 20:01:46 +00:00
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.BITMAPTEXT;
/**
2015-03-23 23:46:30 +00:00
* @property {number} physicsType - The const physics body type of this object.
* @readonly
2014-11-15 20:01:46 +00:00
*/
2015-03-23 23:46:30 +00:00
this.physicsType = Phaser.SPRITE;
2014-11-15 20:01:46 +00:00
2015-07-22 14:31:30 +00:00
/**
* @property {number} textWidth - The width in pixels of the overall text area, taking into consideration multi-line text.
* @readOnly
*/
this.textWidth = 0;
/**
* @property {number} textHeight - The height in pixels of the overall text area, taking into consideration multi-line text.
* @readOnly
*/
this.textHeight = 0;
/**
* @property {Phaser.Point} anchor - The anchor value of this BitmapText.
*/
this.anchor = new Phaser.Point();
/**
* @property {Phaser.Point} _prevAnchor - The previous anchor value.
* @private
*/
this._prevAnchor = new Phaser.Point();
/**
* @property {array} _glyphs - Private tracker for the letter sprite pool.
* @private
*/
this._glyphs = [];
/**
* @property {number} _maxWidth - Internal cache var.
* @private
*/
this._maxWidth = 0;
2014-11-15 20:01:46 +00:00
/**
* @property {string} _text - Internal cache var.
* @private
*/
2016-04-22 14:15:28 +00:00
this._text = text.toString() || '';
2014-11-15 20:01:46 +00:00
2015-07-22 14:31:30 +00:00
/**
* @property {string} _data - Internal cache var.
* @private
*/
this._data = game.cache.getBitmapFont(font);
2014-11-15 20:01:46 +00:00
/**
* @property {string} _font - Internal cache var.
* @private
*/
this._font = font;
/**
* @property {number} _fontSize - Internal cache var.
* @private
*/
this._fontSize = size;
/**
* @property {string} _align - Internal cache var.
* @private
*/
2015-07-22 14:31:30 +00:00
this._align = align;
2014-11-15 20:01:46 +00:00
/**
* @property {number} _tint - Internal cache var.
* @private
*/
this._tint = 0xFFFFFF;
2015-07-22 14:31:30 +00:00
this.updateText();
2014-11-15 20:01:46 +00:00
/**
2015-07-22 14:31:30 +00:00
* @property {boolean} dirty - The dirty state of this object.
2014-11-15 20:01:46 +00:00
*/
2015-07-22 14:31:30 +00:00
this.dirty = false;
2014-11-15 20:01:46 +00:00
2015-03-23 23:46:30 +00:00
Phaser.Component.Core.init.call(this, game, x, y, '', null);
2014-11-15 20:01:46 +00:00
};
2015-07-22 14:31:30 +00:00
Phaser.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
2014-11-15 20:01:46 +00:00
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
2015-03-23 23:46:30 +00:00
Phaser.Component.Core.install.call(Phaser.BitmapText.prototype, [
'Angle',
'AutoCull',
'Bounds',
'Destroy',
'FixedToCamera',
'InputEnabled',
'InWorld',
'LifeSpan',
'PhysicsBody',
'Reset'
]);
Phaser.BitmapText.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
Phaser.BitmapText.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
Phaser.BitmapText.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
Phaser.BitmapText.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
2014-11-15 20:01:46 +00:00
/**
* Automatically called by World.preUpdate.
2015-03-23 23:46:30 +00:00
*
* @method
* @memberof Phaser.BitmapText
* @return {boolean} True if the BitmapText was rendered, otherwise false.
2014-11-15 20:01:46 +00:00
*/
Phaser.BitmapText.prototype.preUpdate = function () {
2015-03-23 23:46:30 +00:00
if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
2014-11-15 20:01:46 +00:00
{
return false;
}
2015-03-23 23:46:30 +00:00
return this.preUpdateCore();
2014-11-15 20:01:46 +00:00
};
/**
2015-03-23 23:46:30 +00:00
* Automatically called by World.preUpdate.
2014-11-15 20:01:46 +00:00
* @method Phaser.BitmapText.prototype.postUpdate
*/
Phaser.BitmapText.prototype.postUpdate = function () {
2015-03-23 23:46:30 +00:00
Phaser.Component.PhysicsBody.postUpdate.call(this);
Phaser.Component.FixedToCamera.postUpdate.call(this);
2015-07-22 14:31:30 +00:00
if (this.body &amp;&amp; this.body.type === Phaser.Physics.ARCADE)
{
if ((this.textWidth !== this.body.sourceWidth) || (this.textHeight !== this.body.sourceHeight))
{
this.body.setSize(this.textWidth, this.textHeight);
}
}
};
/**
* The text to be displayed by this BitmapText object.
*
* It's faster to use `BitmapText.text = string`, but this is kept for backwards compatibility.
*
* @method Phaser.BitmapText.prototype.setText
* @param {string} text - The text to be displayed by this BitmapText object.
*/
Phaser.BitmapText.prototype.setText = function (text) {
this.text = text;
};
/**
* Given the input text this will scan the characters until either a newline is encountered,
* or the line exceeds maxWidth, taking into account kerning, character widths and scaling.
*
* @method Phaser.BitmapText.prototype.scanLine
* @private
* @param {object} data - A reference to the font object in the Phaser.Cache.
* @param {float} scale - The scale of the font in relation to the texture.
* @param {string} text - The text to parse.
* @return {object} An object containing the parsed characters, total pixel width and x offsets.
*/
Phaser.BitmapText.prototype.scanLine = function (data, scale, text) {
var x = 0;
var w = 0;
var lastSpace = -1;
var prevCharCode = null;
var maxWidth = (this._maxWidth > 0) ? this._maxWidth : null;
var chars = [];
// Let's scan the text and work out if any of the lines are > maxWidth
for (var i = 0; i &lt; text.length; i++)
{
var end = (i === text.length - 1) ? true : false;
if (/(?:\r\n|\r|\n)/.test(text.charAt(i)))
{
return { width: w, text: text.substr(0, i), end: end, chars: chars };
}
else
{
var charCode = text.charCodeAt(i);
var charData = data.chars[charCode];
var c = 0;
2016-02-08 17:01:36 +00:00
// If the character data isn't found in the data array
// then we replace it with a blank space
if (charData === undefined)
2015-07-22 14:31:30 +00:00
{
2016-02-08 17:01:36 +00:00
charCode = 32;
charData = data.chars[charCode];
2015-07-22 14:31:30 +00:00
}
// Adjust for kerning from previous character to this one
var kerning = (prevCharCode &amp;&amp; charData.kerning[prevCharCode]) ? charData.kerning[prevCharCode] : 0;
// Record the last space in the string
lastSpace = /(\s)/.test(text.charAt(i)) ? i : lastSpace;
// What will the line width be if we add this character to it?
c = (kerning + charData.texture.width + charData.xOffset) * scale;
// Do we need to line-wrap?
if (maxWidth &amp;&amp; ((w + c) >= maxWidth) &amp;&amp; lastSpace > -1)
{
// The last space was at "lastSpace" which was "i - lastSpace" characters ago
return { width: w, text: text.substr(0, i - (i - lastSpace)), end: end, chars: chars };
}
else
{
2016-02-08 17:01:36 +00:00
w += (charData.xAdvance + kerning) * scale;
2015-07-22 14:31:30 +00:00
2016-02-08 17:01:36 +00:00
chars.push(x + (charData.xOffset + kerning) * scale);
2015-07-22 14:31:30 +00:00
2016-02-08 17:01:36 +00:00
x += (charData.xAdvance + kerning) * scale;
2015-07-22 14:31:30 +00:00
prevCharCode = charCode;
}
}
}
return { width: w, text: text, end: end, chars: chars };
};
2016-02-08 17:01:36 +00:00
/**
* Given a text string this will scan each character in the string to ensure it exists
* in the BitmapText font data. If it doesn't the character is removed, or replaced with the `replace` argument.
*
* If no font data has been loaded at all this returns an empty string, as nothing can be rendered.
*
* @method Phaser.BitmapText.prototype.cleanText
* @param {string} text - The text to parse.
* @param {string} [replace=''] - The replacement string for any missing characters.
* @return {string} The cleaned text string.
*/
Phaser.BitmapText.prototype.cleanText = function (text, replace) {
if (replace === undefined)
{
replace = '';
}
var data = this._data.font;
if (!data)
{
return '';
}
var re = /\r\n|\n\r|\n|\r/g;
var lines = text.replace(re, "\n").split("\n");
for (var i = 0; i &lt; lines.length; i++)
{
var output = '';
var line = lines[i];
for (var c = 0; c &lt; line.length; c++)
{
if (data.chars[line.charCodeAt(c)])
{
output = output.concat(line[c]);
}
else
{
output = output.concat(replace);
}
}
lines[i] = output;
}
return lines.join("\n");
};
2015-07-22 14:31:30 +00:00
/**
* Renders text and updates it when needed.
*
* @method Phaser.BitmapText.prototype.updateText
* @private
*/
Phaser.BitmapText.prototype.updateText = function () {
var data = this._data.font;
if (!data)
{
return;
}
var text = this.text;
var scale = this._fontSize / data.size;
var lines = [];
var y = 0;
this.textWidth = 0;
do
{
var line = this.scanLine(data, scale, text);
line.y = y;
lines.push(line);
if (line.width > this.textWidth)
{
this.textWidth = line.width;
}
y += (data.lineHeight * scale);
text = text.substr(line.text.length + 1);
} while (line.end === false);
this.textHeight = y;
var t = 0;
var align = 0;
var ax = this.textWidth * this.anchor.x;
var ay = this.textHeight * this.anchor.y;
for (var i = 0; i &lt; lines.length; i++)
{
var line = lines[i];
if (this._align === 'right')
{
align = this.textWidth - line.width;
}
else if (this._align === 'center')
{
align = (this.textWidth - line.width) / 2;
}
for (var c = 0; c &lt; line.text.length; c++)
{
var charCode = line.text.charCodeAt(c);
var charData = data.chars[charCode];
2016-02-08 17:01:36 +00:00
if (charData === undefined)
{
charCode = 32;
charData = data.chars[charCode];
}
2015-07-22 14:31:30 +00:00
var g = this._glyphs[t];
if (g)
{
// Sprite already exists in the glyphs pool, so we'll reuse it for this letter
g.texture = charData.texture;
}
else
{
// We need a new sprite as the pool is empty or exhausted
g = new PIXI.Sprite(charData.texture);
g.name = line.text[c];
this._glyphs.push(g);
}
g.position.x = (line.chars[c] + align) - ax;
g.position.y = (line.y + (charData.yOffset * scale)) - ay;
g.scale.set(scale);
g.tint = this.tint;
2015-08-24 14:43:45 +00:00
g.texture.requiresReTint = true;
2015-07-22 14:31:30 +00:00
if (!g.parent)
{
this.addChild(g);
}
t++;
}
}
// Remove unnecessary children
// This moves them from the display list (children array) but retains them in the _glyphs pool
for (i = t; i &lt; this._glyphs.length; i++)
2014-11-15 20:01:46 +00:00
{
2015-07-22 14:31:30 +00:00
this.removeChild(this._glyphs[i]);
2014-11-15 20:01:46 +00:00
}
};
/**
2015-07-22 14:31:30 +00:00
* If a BitmapText changes from having a large number of characters to having very few characters it will cause lots of
* Sprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list they
* still take up memory while sat in the glyphs pool waiting to be re-used in the future.
*
* If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the pool
* by calling this method.
*
* Calling this doesn't prevent you from increasing the length of the text again in the future.
*
* @method Phaser.BitmapText.prototype.purgeGlyphs
* @return {integer} The amount of glyphs removed from the pool.
*/
Phaser.BitmapText.prototype.purgeGlyphs = function () {
var len = this._glyphs.length;
var kept = [];
for (var i = 0; i &lt; this._glyphs.length; i++)
{
if (this._glyphs[i].parent !== this)
{
this._glyphs[i].destroy();
}
else
{
kept.push(this._glyphs[i]);
}
}
this._glyphs = [];
this._glyphs = kept;
this.updateText();
return len - kept.length;
};
/**
* Updates the transform of this object.
*
* @method Phaser.BitmapText.prototype.updateTransform
2015-03-23 23:46:30 +00:00
* @private
2014-11-15 20:01:46 +00:00
*/
2015-07-22 14:31:30 +00:00
Phaser.BitmapText.prototype.updateTransform = function () {
if (this.dirty || !this.anchor.equals(this._prevAnchor))
{
this.updateText();
this.dirty = false;
this._prevAnchor.copyFrom(this.anchor);
}
2014-11-15 20:01:46 +00:00
2015-07-22 14:31:30 +00:00
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
2014-11-15 20:01:46 +00:00
};
/**
* @name Phaser.BitmapText#align
2015-07-22 14:31:30 +00:00
* @property {string} align - Alignment for multi-line text ('left', 'center' or 'right'), does not affect single lines of text.
2014-11-15 20:01:46 +00:00
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'align', {
get: function() {
return this._align;
},
set: function(value) {
2015-07-22 14:31:30 +00:00
if (value !== this._align &amp;&amp; (value === 'left' || value === 'center' || value === 'right'))
2014-11-15 20:01:46 +00:00
{
this._align = value;
2015-07-22 14:31:30 +00:00
this.updateText();
2014-11-15 20:01:46 +00:00
}
}
});
/**
* @name Phaser.BitmapText#tint
* @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'tint', {
get: function() {
return this._tint;
},
set: function(value) {
if (value !== this._tint)
{
this._tint = value;
2015-07-22 14:31:30 +00:00
this.updateText();
2014-11-15 20:01:46 +00:00
}
}
});
/**
* @name Phaser.BitmapText#font
* @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'font', {
get: function() {
return this._font;
},
set: function(value) {
if (value !== this._font)
{
this._font = value.trim();
2015-08-24 14:43:45 +00:00
this._data = this.game.cache.getBitmapFont(this._font);
2015-07-22 14:31:30 +00:00
this.updateText();
2014-11-15 20:01:46 +00:00
}
}
});
/**
* @name Phaser.BitmapText#fontSize
* @property {number} fontSize - The size of the font in pixels.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', {
get: function() {
return this._fontSize;
},
set: function(value) {
value = parseInt(value, 10);
2015-07-22 14:31:30 +00:00
if (value !== this._fontSize &amp;&amp; value > 0)
2014-11-15 20:01:46 +00:00
{
this._fontSize = value;
2015-07-22 14:31:30 +00:00
this.updateText();
2014-11-15 20:01:46 +00:00
}
}
});
/**
* @name Phaser.BitmapText#text
2015-07-22 14:31:30 +00:00
* @property {string} text - The text to be displayed by this BitmapText object.
2014-11-15 20:01:46 +00:00
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'text', {
get: function() {
return this._text;
},
set: function(value) {
if (value !== this._text)
{
2015-07-22 14:31:30 +00:00
this._text = value.toString() || '';
this.updateText();
}
}
});
/**
* The maximum display width of this BitmapText in pixels.
*
* If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped
* based on the last whitespace character found in the line.
*
* If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.
*
* Disable maxWidth by setting the value to 0.
*
* @name Phaser.BitmapText#maxWidth
* @property {number} maxWidth - The maximum width of this BitmapText in pixels.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'maxWidth', {
get: function() {
return this._maxWidth;
},
set: function(value) {
if (value !== this._maxWidth)
{
this._maxWidth = value;
this.updateText();
2014-11-15 20:01:46 +00:00
}
}
2015-08-24 14:43:45 +00:00
});
/**
* Enable or disable texture smoothing for this BitmapText.
*
* The smoothing is applied to the BaseTexture of this font, which all letters of the text reference.
*
* Smoothing is enabled by default.
*
* @name Phaser.BitmapText#smoothed
* @property {boolean} smoothed
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'smoothed', {
get: function() {
return !this._data.base.scaleMode;
},
set: function(value) {
if (value)
{
this._data.base.scaleMode = 0;
}
else
{
this._data.base.scaleMode = 1;
}
}
2014-11-15 20:01:46 +00:00
});
</pre>
</article>
</section>
</div>
<div class="clearfix"></div>
<footer>
<span class="copyright">
2016-04-22 14:15:28 +00:00
Phaser Copyright © 2012-2016 Photon Storm Ltd.
2014-11-15 20:01:46 +00:00
</span>
<br />
<span class="jsdoc-message">
2015-08-24 14:43:45 +00:00
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
2016-05-19 11:36:51 +00:00
on Thu May 19 2016 12:35:37 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
2014-11-15 20:01:46 +00:00
</span>
</footer>
</div>
<br clear="both">
</div>
</div>
<script src="scripts/sunlight.js"></script>
<script src="scripts/sunlight.javascript.js"></script>
<script src="scripts/sunlight-plugin.doclinks.js"></script>
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
<script src="scripts/sunlight-plugin.menu.js"></script>
<script src="scripts/jquery.min.js"></script>
<script src="scripts/jquery.scrollTo.js"></script>
<script src="scripts/jquery.localScroll.js"></script>
<script src="scripts/bootstrap-dropdown.js"></script>
<script src="scripts/toc.js"></script>
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
<script>
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
</script>
</body>
</html>