phaser/src/gameobjects/BitmapText.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new `BitmapText` object. BitmapText work by taking a texture file and an XML file that describes the font layout.
* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
*
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* @class Phaser.BitmapText
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
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*/
Phaser.BitmapText = function (game, x, y, text, style) {
x = x || 0;
y = y || 0;
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text = text || '';
style = style || '';
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/**
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @default
*/
this.exists = true;
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/**
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* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
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* @default
*/
this.alive = true;
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/**
* @property {Description} group - Description.
* @default
*/
this.group = null;
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/**
* @property {string} name - Description.
* @default
*/
this.name = '';
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
PIXI.BitmapText.call(this, text, style);
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/**
* @property {Description} type - Description.
*/
this.type = Phaser.BITMAPTEXT;
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/**
* @property {number} position.x - Description.
*/
this.position.x = x;
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/**
* @property {number} position.y - Description.
*/
this.position.y = y;
// Replaces the PIXI.Point with a slightly more flexible one
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/**
* @property {Phaser.Point} anchor - Description.
*/
this.anchor = new Phaser.Point();
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/**
* @property {Phaser.Point} scale - Description.
*/
this.scale = new Phaser.Point(1, 1);
// A mini cache for storing all of the calculated values
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/**
* @property {function} _cache - Description.
* @private
*/
this._cache = {
dirty: false,
// Transform cache
a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
// The previous calculated position
x: -1, y: -1,
// The actual scale values based on the worldTransform
scaleX: 1, scaleY: 1
};
this._cache.x = this.x;
this._cache.y = this.y;
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/**
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* @property {boolean} renderable - Description.
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* @private
*/
this.renderable = true;
};
Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
// Phaser.BitmapText.prototype = Phaser.Utils.extend(true, PIXI.BitmapText.prototype);
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
/**
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* Automatically called by World.update
* @method Phaser.BitmapText.prototype.update
*/
Phaser.BitmapText.prototype.update = function() {
if (!this.exists)
{
return;
}
this._cache.dirty = false;
this._cache.x = this.x;
this._cache.y = this.y;
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
{
this.position.x = this._cache.x;
this.position.y = this._cache.y;
this._cache.dirty = true;
}
this.pivot.x = this.anchor.x*this.width;
this.pivot.y = this.anchor.y*this.height;
}
/**
* @method Phaser.Text.prototype.destroy
*/
Phaser.BitmapText.prototype.destroy = function() {
if (this.group)
{
this.group.remove(this);
}
if (this.canvas && this.canvas.parentNode)
{
this.canvas.parentNode.removeChild(this.canvas);
}
else
{
this.canvas = null;
this.context = null;
}
this.exists = false;
this.group = null;
}
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/**
* Get
* @returns {Description}
*//**
* Set
* @param {Description} value - Description
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
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/**
* Get
* @returns {Description}
*//**
* Set
* @param {Description} value - Description
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
get: function() {
return this.position.x;
},
set: function(value) {
this.position.x = value;
}
});
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/**
* Get
* @returns {Description}
*//**
* Set
* @param {Description} value - Description
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
get: function() {
return this.position.y;
},
set: function(value) {
this.position.y = value;
}
});