phaser/src/gameobjects/text/static/TextFactory.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var Text = require('./Text');
var GameObjectFactory = require('../../GameObjectFactory');
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/**
* Creates a new Text Game Object and adds it to the Scene.
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*
* A Text Game Object.
*
* Text objects work by creating their own internal hidden Canvas and then renders text to it using
* the standard Canvas `fillText` API. It then creates a texture from this canvas which is rendered
* to your game during the render pass.
*
* Because it uses the Canvas API you can take advantage of all the features this offers, such as
* applying gradient fills to the text, or strokes, shadows and more. You can also use custom fonts
* loaded externally, such as Google or TypeKit Web fonts.
*
* You can only display fonts that are currently loaded and available to the browser: therefore fonts must
* be pre-loaded. Phaser does not do ths for you, so you will require the use of a 3rd party font loader,
* or have the fonts ready available in the CSS on the page in which your Phaser game resides.
*
* See {@link http://www.jordanm.co.uk/tinytype this compatibility table} for the available default fonts
* across mobile browsers.
*
* A note on performance: Every time the contents of a Text object changes, i.e. changing the text being
* displayed, or the style of the text, it needs to remake the Text canvas, and if on WebGL, re-upload the
* new texture to the GPU. This can be an expensive operation if used often, or with large quantities of
* Text objects in your game. If you run into performance issues you would be better off using Bitmap Text
* instead, as it benefits from batching and avoids expensive Canvas API calls.
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*
* Note: This method will only be available if the Text Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectFactory#text
* @since 3.0.0
*
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
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* @param {(string|string[])} text - The text this Text object will display.
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* @param {object} [style] - The Text style configuration object.
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*
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* @return {Phaser.GameObjects.Text} The Game Object that was created.
*/
GameObjectFactory.register('text', function (x, y, text, style)
{
return this.displayList.add(new Text(this.scene, x, y, text, style));
});
// When registering a factory function 'this' refers to the GameObjectFactory context.
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//
// There are several properties available to use:
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//
// this.scene - a reference to the Scene that owns the GameObjectFactory
// this.displayList - a reference to the Display List the Scene owns
// this.updateList - a reference to the Update List the Scene owns