phaser/3.0.0/merge/gameobjects/retrofont/RetroFont.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2016-04-04 21:15:01 +00:00
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text. However unlike a BitmapFont every character in a RetroFont
* is the same size. This makes it similar to a sprite sheet. You typically find font sheets like this from old 8/16-bit games and demos.
*
* @class Phaser.GameObject.RetroFont
* @extends Phaser.RenderTexture
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {string} key - The font set graphic set as stored in the Game.Cache.
* @param {number} characterWidth - The width of each character in the font set.
* @param {number} characterHeight - The height of each character in the font set.
* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
* @param {number} [charsPerRow] - The number of characters per row in the font set. If not given charsPerRow will be the image width / characterWidth.
* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
*/
Phaser.GameObject.RetroFont = function (game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
if (!game.cache.checkImageKey(key))
{
return false;
}
if (charsPerRow === undefined || charsPerRow === null)
{
charsPerRow = game.cache.getImage(key).width / characterWidth;
}
/**
* @property {number} characterWidth - The width of each character in the font set.
*/
this.characterWidth = characterWidth;
/**
* @property {number} characterHeight - The height of each character in the font set.
*/
this.characterHeight = characterHeight;
/**
* @property {number} characterSpacingX - If the characters in the font set have horizontal spacing between them set the required amount here.
*/
this.characterSpacingX = xSpacing || 0;
/**
* @property {number} characterSpacingY - If the characters in the font set have vertical spacing between them set the required amount here.
*/
this.characterSpacingY = ySpacing || 0;
/**
* @property {number} characterPerRow - The number of characters per row in the font set.
*/
this.characterPerRow = charsPerRow;
/**
* @property {number} offsetX - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @readonly
*/
this.offsetX = xOffset || 0;
/**
* @property {number} offsetY - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
* @readonly
*/
this.offsetY = yOffset || 0;
/**
* @property {string} align - Alignment of the text when multiLine = true or a fixedWidth is set. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
*/
this.align = "left";
/**
* @property {boolean} multiLine - If set to true all carriage-returns in text will form new lines (see align). If false the font will only contain one single line of text (the default)
* @default
*/
this.multiLine = false;
/**
* @property {boolean} autoUpperCase - Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters, so the default is true.
* @default
*/
this.autoUpperCase = true;
/**
* @property {number} customSpacingX - Adds horizontal spacing between each character of the font, in pixels.
* @default
*/
this.customSpacingX = 0;
/**
* @property {number} customSpacingY - Adds vertical spacing between each line of multi-line text, set in pixels.
* @default
*/
this.customSpacingY = 0;
/**
* If you need this RetroFont image to have a fixed width you can set the width in this value.
* If text is wider than the width specified it will be cropped off.
* @property {number} fixedWidth
*/
this.fixedWidth = 0;
/**
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* @property {Image} fontSet - A reference to the image stored in the Game.Cache that contains the font.
*/
this.fontSet = game.cache.getImage(key);
/**
* @property {string} _text - The text of the font image.
* @private
*/
this._text = '';
/**
* @property {array} grabData - An array of rects for faster character pasting.
* @private
*/
this.grabData = [];
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/**
* @property {Phaser.FrameData} frameData - The FrameData representing this Retro Font.
*/
this.frameData = new Phaser.FrameData();
// Now generate our rects for faster copying later on
var currentX = this.offsetX;
var currentY = this.offsetY;
var r = 0;
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for (var c = 0; c < chars.length; c++)
{
var frame = this.frameData.addFrame(new Phaser.Frame(c, currentX, currentY, this.characterWidth, this.characterHeight));
this.grabData[chars.charCodeAt(c)] = frame.index;
r++;
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if (r === this.characterPerRow)
{
r = 0;
currentX = this.offsetX;
currentY += this.characterHeight + this.characterSpacingY;
}
else
{
currentX += this.characterWidth + this.characterSpacingX;
}
}
game.cache.updateFrameData(key, this.frameData);
/**
* @property {Phaser.Image} stamp - The image that is stamped to the RenderTexture for each character in the font.
* @readonly
*/
this.stamp = new Phaser.Image(game, 0, 0, key, 0);
Phaser.RenderTexture.call(this, game, 100, 100, '', Phaser.scaleModes.NEAREST);
/**
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* @property {number} type - Base Phaser object type.
*/
this.type = Phaser.RETROFONT;
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};
Phaser.GameObject.RetroFont.prototype = Object.create(Phaser.RenderTexture.prototype);
Phaser.GameObject.RetroFont.prototype.constructor = Phaser.GameObject.RetroFont;
/**
* Align each line of multi-line text to the left.
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.ALIGN_LEFT = "left";
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/**
* Align each line of multi-line text to the right.
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.ALIGN_RIGHT = "right";
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/**
* Align each line of multi-line text in the center.
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.ALIGN_CENTER = "center";
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/**
* Text Set 1 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.TEXT_SET1 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
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/**
* Text Set 2 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.TEXT_SET2 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ";
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/**
* Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.TEXT_SET3 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 ";
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/**
* Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.TEXT_SET4 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789";
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/**
* Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.TEXT_SET5 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789";
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/**
* Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789"(),-.'
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.TEXT_SET6 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.' ";
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/**
* Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW")28FLRX-'39
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.TEXT_SET7 = "AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39";
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/**
* Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.TEXT_SET8 = "0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ";
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/**
* Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'"?!
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.TEXT_SET9 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!";
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/**
* Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.TEXT_SET10 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
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/**
* Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,"-+!?()':;0123456789
* @constant
* @type {string}
*/
Phaser.GameObject.RetroFont.TEXT_SET11 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789";
/**
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* If you need this RetroFont to have a fixed width and custom alignment you can set the width here.
* If text is wider than the width specified it will be cropped off.
*
* @method Phaser.GameObject.RetroFont#setFixedWidth
* @memberof Phaser.GameObject.RetroFont
* @param {number} width - Width in pixels of this RetroFont. Set to zero to disable and re-enable automatic resizing.
* @param {string} [lineAlignment='left'] - Align the text within this width. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
*/
Phaser.GameObject.RetroFont.prototype.setFixedWidth = function (width, lineAlignment) {
if (lineAlignment === undefined) { lineAlignment = 'left'; }
this.fixedWidth = width;
this.align = lineAlignment;
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};
/**
* A helper function that quickly sets lots of variables at once, and then updates the text.
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*
* @method Phaser.GameObject.RetroFont#setText
* @memberof Phaser.GameObject.RetroFont
* @param {string} content - The text of this sprite.
* @param {boolean} [multiLine=false] - Set to true if you want to support carriage-returns in the text and create a multi-line sprite instead of a single line.
* @param {number} [characterSpacing=0] - To add horizontal spacing between each character specify the amount in pixels.
* @param {number} [lineSpacing=0] - To add vertical spacing between each line of text, set the amount in pixels.
* @param {string} [lineAlignment='left'] - Align each line of multi-line text. Set to RetroFont.ALIGN_LEFT, RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
* @param {boolean} [allowLowerCase=false] - Lots of bitmap font sets only include upper-case characters, if yours needs to support lower case then set this to true.
*/
Phaser.GameObject.RetroFont.prototype.setText = function (content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase) {
this.multiLine = multiLine || false;
this.customSpacingX = characterSpacing || 0;
this.customSpacingY = lineSpacing || 0;
this.align = lineAlignment || 'left';
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if (allowLowerCase)
{
this.autoUpperCase = false;
}
else
{
this.autoUpperCase = true;
}
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if (content.length > 0)
{
this.text = content;
}
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};
/**
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* Updates the texture with the new text.
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*
* @method Phaser.GameObject.RetroFont#buildRetroFontText
* @memberof Phaser.GameObject.RetroFont
*/
Phaser.GameObject.RetroFont.prototype.buildRetroFontText = function () {
var cx = 0;
var cy = 0;
// Clears the textureBuffer
this.clear();
if (this.multiLine)
{
var lines = this._text.split("\n");
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if (this.fixedWidth > 0)
{
this.resize(this.fixedWidth, (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY, true);
}
else
{
this.resize(this.getLongestLine() * (this.characterWidth + this.customSpacingX), (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY, true);
}
// Loop through each line of text
for (var i = 0; i < lines.length; i++)
{
// Phaser.GameObject.RetroFont.ALIGN_LEFT
cx = 0;
// This line of text is held in lines[i] - need to work out the alignment
if (this.align === Phaser.GameObject.RetroFont.ALIGN_RIGHT)
{
cx = this.width - (lines[i].length * (this.characterWidth + this.customSpacingX));
}
else if (this.align === Phaser.GameObject.RetroFont.ALIGN_CENTER)
{
cx = (this.width / 2) - ((lines[i].length * (this.characterWidth + this.customSpacingX)) / 2);
cx += this.customSpacingX / 2;
}
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// Sanity checks
if (cx < 0)
{
cx = 0;
}
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this.pasteLine(lines[i], cx, cy, this.customSpacingX);
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cy += this.characterHeight + this.customSpacingY;
}
}
else
{
if (this.fixedWidth > 0)
{
this.resize(this.fixedWidth, this.characterHeight, true);
}
else
{
this.resize(this._text.length * (this.characterWidth + this.customSpacingX), this.characterHeight, true);
}
// Phaser.GameObject.RetroFont.ALIGN_LEFT
cx = 0;
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if (this.align === Phaser.GameObject.RetroFont.ALIGN_RIGHT)
{
cx = this.width - (this._text.length * (this.characterWidth + this.customSpacingX));
}
else if (this.align === Phaser.GameObject.RetroFont.ALIGN_CENTER)
{
cx = (this.width / 2) - ((this._text.length * (this.characterWidth + this.customSpacingX)) / 2);
cx += this.customSpacingX / 2;
}
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// Sanity checks
if (cx < 0)
{
cx = 0;
}
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this.pasteLine(this._text, cx, 0, this.customSpacingX);
}
this.requiresReTint = true;
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};
/**
* Internal function that takes a single line of text (2nd parameter) and pastes it into the BitmapData at the given coordinates.
* Used by getLine and getMultiLine
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*
* @method Phaser.GameObject.RetroFont#pasteLine
* @memberof Phaser.GameObject.RetroFont
* @param {string} line - The single line of text to paste.
* @param {number} x - The x coordinate.
* @param {number} y - The y coordinate.
* @param {number} customSpacingX - Custom X spacing.
*/
Phaser.GameObject.RetroFont.prototype.pasteLine = function (line, x, y, customSpacingX) {
for (var c = 0; c < line.length; c++)
{
// If it's a space then there is no point copying, so leave a blank space
if (line.charAt(c) === " ")
{
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x += this.characterWidth + customSpacingX;
}
else
{
// If the character doesn't exist in the font then we don't want a blank space, we just want to skip it
if (this.grabData[line.charCodeAt(c)] >= 0)
{
this.stamp.frame = this.grabData[line.charCodeAt(c)];
this.renderXY(this.stamp, x, y, false);
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x += this.characterWidth + customSpacingX;
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if (x > this.width)
{
break;
}
}
}
}
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};
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/**
* Works out the longest line of text in _text and returns its length
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*
* @method Phaser.GameObject.RetroFont#getLongestLine
* @memberof Phaser.GameObject.RetroFont
* @return {number} The length of the longest line of text.
*/
Phaser.GameObject.RetroFont.prototype.getLongestLine = function () {
var longestLine = 0;
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if (this._text.length > 0)
{
var lines = this._text.split("\n");
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for (var i = 0; i < lines.length; i++)
{
if (lines[i].length > longestLine)
{
longestLine = lines[i].length;
}
}
}
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return longestLine;
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};
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/**
* Internal helper function that removes all unsupported characters from the _text String, leaving only characters contained in the font set.
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*
* @method Phaser.GameObject.RetroFont#removeUnsupportedCharacters
* @memberof Phaser.GameObject.RetroFont
* @protected
* @param {boolean} [stripCR=true] - Should it strip carriage returns as well?
* @return {string} A clean version of the string.
*/
Phaser.GameObject.RetroFont.prototype.removeUnsupportedCharacters = function (stripCR) {
var newString = "";
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for (var c = 0; c < this._text.length; c++)
{
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var aChar = this._text[c];
var code = aChar.charCodeAt(0);
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if (this.grabData[code] >= 0 || (!stripCR && aChar === "\n"))
{
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newString = newString.concat(aChar);
}
}
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return newString;
};
/**
* Updates the x and/or y offset that the font is rendered from. This updates all of the texture frames, so be careful how often it is called.
* Note that the values given for the x and y properties are either ADDED to or SUBTRACTED from (if negative) the existing offsetX/Y values of the characters.
* So if the current offsetY is 8 and you want it to start rendering from y16 you would call updateOffset(0, 8) to add 8 to the current y offset.
*
* @method Phaser.GameObject.RetroFont#updateOffset
* @memberof Phaser.GameObject.RetroFont
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
*/
Phaser.GameObject.RetroFont.prototype.updateOffset = function (x, y) {
if (this.offsetX === x && this.offsetY === y)
{
return;
}
var diffX = x - this.offsetX;
var diffY = y - this.offsetY;
var frames = this.game.cache.getFrameData(this.stamp.key).getFrames();
var i = frames.length;
while (i--)
{
frames[i].x += diffX;
frames[i].y += diffY;
}
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this.buildRetroFontText();
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};
/**
* @name Phaser.GameObject.RetroFont#text
* @property {string} text - Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true.
*/
Object.defineProperty(Phaser.GameObject.RetroFont.prototype, "text", {
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get: function () {
return this._text;
},
set: function (value) {
var newText;
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if (this.autoUpperCase)
{
newText = value.toUpperCase();
}
else
{
newText = value;
}
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if (newText !== this._text)
{
this._text = newText;
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this.removeUnsupportedCharacters(this.multiLine);
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this.buildRetroFontText();
}
}
});
/**
* @name Phaser.GameObject.RetroFont#smoothed
* @property {boolean} smoothed - Sets if the stamp is smoothed or not.
*/
Object.defineProperty(Phaser.GameObject.RetroFont.prototype, "smoothed", {
get: function () {
return this.stamp.smoothed;
},
set: function (value) {
this.stamp.smoothed = value;
this.buildRetroFontText();
}
});