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< 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" >
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< a href = "PIXI.PolyK.html" > PolyK< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Rope.html" > Rope< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Sprite.html" > Sprite< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Stage.html" > Stage< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Strip.html" > Strip< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.StripShader.html" > StripShader< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Texture.html" > Texture< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
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< / li >
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< li class = "class-depth-1" >
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< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
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< / li >
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< li class = "class-depth-1" >
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< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
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< / li >
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< / 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" >
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< a href = "global.html#AUTO" > AUTO< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
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< / li >
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< li class = "class-depth-0" >
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< 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 >
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< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
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< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
< 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 >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#POLYGON" > POLYGON< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RETROFONT" > RETROFONT< / a >
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< / li >
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< li class = "class-depth-0" >
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< 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 >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
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< / li >
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< li class = "class-depth-0" >
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< 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 >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< 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 >
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< / li >
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< li class = "class-depth-0" >
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< / li >
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< li class = "class-depth-0" >
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< 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 >
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< / li >
< / ul >
< / li >
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< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< 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 >
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< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
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< 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 >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< 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 >
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< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< 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 >
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< 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 >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< 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 >
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< / ul >
< / li >
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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 >
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< / ul >
< / li >
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< 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 >
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< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
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< 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 " >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< 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 >
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< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > 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 >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/irc" > IRC< / 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 >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
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< h1 class = "page-title" > Source: src/gameobjects/Text.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* Create a new game object for displaying Text.
*
* This uses a local hidden Canvas object and renders the type into it. It then makes a texture from this for rendering to the view.
* Because of this you can only display fonts that are currently loaded and available to the browser: fonts must be pre-loaded.
*
* See {@link http://www.jordanm.co.uk/tinytype this compatibility table} for the available default fonts across mobile browsers.
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*
* @class Phaser.Text
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* @extends Phaser.Sprite
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* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {number} x - X position of the new text object.
* @param {number} y - Y position of the new text object.
* @param {string} text - The actual text that will be written.
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* @param {object} [style] - The style properties to be set on the Text.
* @param {string} [style.font='bold 20pt Arial'] - The style and size of the font.
* @param {string} [style.fontStyle=(from font)] - The style of the font (eg. 'italic'): overrides the value in `style.font`.
* @param {string} [style.fontVariant=(from font)] - The variant of the font (eg. 'small-caps'): overrides the value in `style.font`.
* @param {string} [style.fontWeight=(from font)] - The weight of the font (eg. 'bold'): overrides the value in `style.font`.
* @param {string|number} [style.fontSize=(from font)] - The size of the font (eg. 32 or '32px'): overrides the value in `style.font`.
* @param {string} [style.backgroundColor=null] - A canvas fillstyle that will be used as the background for the whole Text object. Set to `null` to disable.
* @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
* @param {string} [style.align='left'] - Horizontal alignment of each line in multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text (see `textBounds` and `boundsAlignH` for that).
* @param {string} [style.boundsAlignH='left'] - Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'.
* @param {string} [style.boundsAlignV='top'] - Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'.
* @param {string} [style.stroke='black'] - A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.
* @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. Default is 0 (no stroke).
* @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used.
* @param {number} [style.wordWrapWidth=100] - The width in pixels at which text will wrap.
* @param {number} [style.tabs=0] - The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an array of varying tab sizes, one per tab stop.
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*/
Phaser.Text = function (game, x, y, text, style) {
x = x || 0;
y = y || 0;
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text = text.toString() || '';
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style = style || {};
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.TEXT;
/**
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* @property {number} physicsType - The const physics body type of this object.
* @readonly
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*/
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this.physicsType = Phaser.SPRITE;
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/**
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* Specify a padding value which is added to the line width and height when calculating the Text size.
* ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions.
* @property {Phaser.Point} padding
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*/
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this.padding = new Phaser.Point();
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/**
* The textBounds property allows you to specify a rectangular region upon which text alignment is based.
* See `Text.setTextBounds` for more details.
* @property {Phaser.Rectangle} textBounds
* @readOnly
*/
this.textBounds = null;
/**
* @property {HTMLCanvasElement} canvas - The canvas element that the text is rendered.
*/
this.canvas = document.createElement('canvas');
/**
* @property {HTMLCanvasElement} context - The context of the canvas element that the text is rendered to.
*/
this.context = this.canvas.getContext('2d');
/**
* @property {array} colors - An array of the color values as specified by {@link Phaser.Text#addColor addColor}.
*/
this.colors = [];
/**
* @property {array} strokeColors - An array of the stroke color values as specified by {@link Phaser.Text#addStrokeColor addStrokeColor}.
*/
this.strokeColors = [];
/**
* Should the linePositionX and Y values be automatically rounded before rendering the Text?
* You may wish to enable this if you want to remove the effect of sub-pixel aliasing from text.
* @property {boolean} autoRound
* @default
*/
this.autoRound = false;
/**
* @property {number} _res - Internal canvas resolution var.
* @private
*/
this._res = game.renderer.resolution;
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/**
* @property {string} _text - Internal cache var.
* @private
*/
this._text = text;
/**
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* @property {object} _fontComponents - The font, broken down into components, set in `setStyle`.
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* @private
*/
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this._fontComponents = null;
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/**
* @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.
* @private
*/
this._lineSpacing = 0;
/**
* @property {number} _charCount - Internal character counter used by the text coloring.
* @private
*/
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this._charCount = 0;
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/**
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* @property {number} _width - Internal width var.
* @private
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*/
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this._width = 0;
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/**
* @property {number} _height - Internal height var.
* @private
*/
this._height = 0;
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Phaser.Sprite.call(this, game, x, y, PIXI.Texture.fromCanvas(this.canvas));
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this.setStyle(style);
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if (text !== '')
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{
this.updateText();
}
};
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Phaser.Text.prototype = Object.create(Phaser.Sprite.prototype);
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Phaser.Text.prototype.constructor = Phaser.Text;
/**
* Automatically called by World.preUpdate.
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*
* @method Phaser.Text#preUpdate
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* @protected
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*/
Phaser.Text.prototype.preUpdate = function () {
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if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
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{
return false;
}
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return this.preUpdateCore();
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};
/**
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* Override this function to handle any special update requirements.
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*
* @method Phaser.Text#update
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* @protected
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*/
Phaser.Text.prototype.update = function() {
};
/**
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* Destroy this Text object, removing it from the group it belongs to.
*
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* @method Phaser.Text#destroy
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* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
*/
Phaser.Text.prototype.destroy = function (destroyChildren) {
this.texture.destroy(true);
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if (this.canvas & & this.canvas.parentNode)
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{
this.canvas.parentNode.removeChild(this.canvas);
}
else
{
this.canvas = null;
this.context = null;
}
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Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
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};
/**
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* Sets a drop shadow effect on the Text. You can specify the horizontal and vertical distance of the drop shadow with the `x` and `y` parameters.
* The color controls the shade of the shadow (default is black) and can be either an `rgba` or `hex` value.
* The blur is the strength of the shadow. A value of zero means a hard shadow, a value of 10 means a very soft shadow.
* To remove a shadow already in place you can call this method with no parameters set.
*
* @method Phaser.Text#setShadow
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* @param {number} [x=0] - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
* @param {number} [y=0] - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
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* @param {string} [color='rgba(0,0,0,1)'] - The color of the shadow, as given in CSS rgba or hex format. Set the alpha component to 0 to disable the shadow.
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* @param {number} [blur=0] - The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
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* @param {boolean} [shadowStroke=true] - Apply the drop shadow to the Text stroke (if set).
* @param {boolean} [shadowFill=true] - Apply the drop shadow to the Text fill (if set).
* @return {Phaser.Text} This Text instance.
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*/
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Phaser.Text.prototype.setShadow = function (x, y, color, blur, shadowStroke, shadowFill) {
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if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (color === undefined) { color = 'rgba(0, 0, 0, 1)'; }
if (blur === undefined) { blur = 0; }
if (shadowStroke === undefined) { shadowStroke = true; }
if (shadowFill === undefined) { shadowFill = true; }
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this.style.shadowOffsetX = x;
this.style.shadowOffsetY = y;
this.style.shadowColor = color;
this.style.shadowBlur = blur;
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this.style.shadowStroke = shadowStroke;
this.style.shadowFill = shadowFill;
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this.dirty = true;
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return this;
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};
/**
* Set the style of the text by passing a single style object to it.
*
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* @method Phaser.Text#setStyle
* @param {object} [style] - The style properties to be set on the Text.
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* @param {string} [style.font='bold 20pt Arial'] - The style and size of the font.
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* @param {string} [style.fontStyle=(from font)] - The style of the font (eg. 'italic'): overrides the value in `style.font`.
* @param {string} [style.fontVariant=(from font)] - The variant of the font (eg. 'small-caps'): overrides the value in `style.font`.
* @param {string} [style.fontWeight=(from font)] - The weight of the font (eg. 'bold'): overrides the value in `style.font`.
* @param {string|number} [style.fontSize=(from font)] - The size of the font (eg. 32 or '32px'): overrides the value in `style.font`.
* @param {string} [style.backgroundColor=null] - A canvas fillstyle that will be used as the background for the whole Text object. Set to `null` to disable.
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* @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
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* @param {string} [style.align='left'] - Horizontal alignment of each line in multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text (see `textBounds` and `boundsAlignH` for that).
* @param {string} [style.boundsAlignH='left'] - Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'.
* @param {string} [style.boundsAlignV='top'] - Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'.
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* @param {string} [style.stroke='black'] - A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.
* @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. Default is 0 (no stroke).
* @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used.
* @param {number} [style.wordWrapWidth=100] - The width in pixels at which text will wrap.
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* @param {number|array} [style.tabs=0] - The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an array of varying tab sizes, one per tab stop.
* @return {Phaser.Text} This Text instance.
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*/
Phaser.Text.prototype.setStyle = function (style) {
style = style || {};
style.font = style.font || 'bold 20pt Arial';
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style.backgroundColor = style.backgroundColor || null;
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style.fill = style.fill || 'black';
style.align = style.align || 'left';
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style.boundsAlignH = style.boundsAlignH || 'left';
style.boundsAlignV = style.boundsAlignV || 'top';
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style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
style.strokeThickness = style.strokeThickness || 0;
style.wordWrap = style.wordWrap || false;
style.wordWrapWidth = style.wordWrapWidth || 100;
style.shadowOffsetX = style.shadowOffsetX || 0;
style.shadowOffsetY = style.shadowOffsetY || 0;
style.shadowColor = style.shadowColor || 'rgba(0,0,0,0)';
style.shadowBlur = style.shadowBlur || 0;
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style.tabs = style.tabs || 0;
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var components = this.fontToComponents(style.font);
if (style.fontStyle)
{
components.fontStyle = style.fontStyle;
}
if (style.fontVariant)
{
components.fontVariant = style.fontVariant;
}
if (style.fontWeight)
{
components.fontWeight = style.fontWeight;
}
if (style.fontSize)
{
if (typeof style.fontSize === 'number')
{
style.fontSize = style.fontSize + 'px';
}
components.fontSize = style.fontSize;
}
this._fontComponents = components;
style.font = this.componentsToFont(this._fontComponents);
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this.style = style;
this.dirty = true;
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return this;
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};
/**
* Renders text. This replaces the Pixi.Text.updateText function as we need a few extra bits in here.
*
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* @method Phaser.Text#updateText
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* @private
*/
Phaser.Text.prototype.updateText = function () {
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this.texture.baseTexture.resolution = this._res;
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this.context.font = this.style.font;
var outputText = this.text;
if (this.style.wordWrap)
{
outputText = this.runWordWrap(this.text);
}
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// Split text into lines
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var lines = outputText.split(/(?:\r\n|\r|\n)/);
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// Calculate text width
var tabs = this.style.tabs;
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var lineWidths = [];
var maxLineWidth = 0;
var fontProperties = this.determineFontProperties(this.style.font);
for (var i = 0; i < lines.length; i++)
{
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if (tabs === 0)
{
// Simple layout (no tabs)
var lineWidth = this.context.measureText(lines[i]).width + this.style.strokeThickness + this.padding.x;
}
else
{
// Complex layout (tabs)
var line = lines[i].split(/(?:\t)/);
var lineWidth = this.padding.x + this.style.strokeThickness;
if (Array.isArray(tabs))
{
var tab = 0;
for (var c = 0; c < line.length; c++)
{
var section = Math.ceil(this.context.measureText(line[c]).width);
if (c > 0)
{
tab += tabs[c - 1];
}
lineWidth = tab + section;
}
}
else
{
for (var c = 0; c < line.length; c++)
{
// How far to the next tab?
lineWidth += Math.ceil(this.context.measureText(line[c]).width);
var diff = this.game.math.snapToCeil(lineWidth, tabs) - lineWidth;
lineWidth += diff;
}
}
}
lineWidths[i] = Math.ceil(lineWidth);
maxLineWidth = Math.max(maxLineWidth, lineWidths[i]);
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}
var width = maxLineWidth + this.style.strokeThickness;
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this.canvas.width = width * this._res;
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// Calculate text height
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var lineHeight = fontProperties.fontSize + this.style.strokeThickness + this.padding.y;
var height = lineHeight * lines.length;
var lineSpacing = this._lineSpacing;
if (lineSpacing < 0 & & Math.abs(lineSpacing) > lineHeight)
{
lineSpacing = -lineHeight;
}
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// Adjust for line spacing
if (lineSpacing !== 0)
{
var diff = lineSpacing * (lines.length - 1);
height += diff;
}
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this.canvas.height = height * this._res;
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this.context.scale(this._res, this._res);
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if (navigator.isCocoonJS)
{
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
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if (this.style.backgroundColor)
{
this.context.fillStyle = this.style.backgroundColor;
this.context.fillRect(0, 0, this.canvas.width, this.canvas.height);
}
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this.context.fillStyle = this.style.fill;
this.context.font = this.style.font;
this.context.strokeStyle = this.style.stroke;
this.context.textBaseline = 'alphabetic';
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this.context.lineWidth = this.style.strokeThickness;
this.context.lineCap = 'round';
this.context.lineJoin = 'round';
var linePositionX;
var linePositionY;
this._charCount = 0;
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// Draw text line by line
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for (i = 0; i < lines.length; i++)
{
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// Split the line by
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linePositionX = this.style.strokeThickness / 2;
linePositionY = (this.style.strokeThickness / 2 + i * lineHeight) + fontProperties.ascent;
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if (i > 0)
{
linePositionY += (lineSpacing * i);
}
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if (this.style.align === 'right')
{
linePositionX += maxLineWidth - lineWidths[i];
}
else if (this.style.align === 'center')
{
linePositionX += (maxLineWidth - lineWidths[i]) / 2;
}
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if (this.autoRound)
{
linePositionX = Math.round(linePositionX);
linePositionY = Math.round(linePositionY);
}
if (this.colors.length > 0 || this.strokeColors.length > 0)
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{
this.updateLine(lines[i], linePositionX, linePositionY);
}
else
{
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if (this.style.stroke & & this.style.strokeThickness)
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{
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this.updateShadow(this.style.shadowStroke);
if (tabs === 0)
{
this.context.strokeText(lines[i], linePositionX, linePositionY);
}
else
{
this.renderTabLine(lines[i], linePositionX, linePositionY, false);
}
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}
if (this.style.fill)
{
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this.updateShadow(this.style.shadowFill);
if (tabs === 0)
{
this.context.fillText(lines[i], linePositionX, linePositionY);
}
else
{
this.renderTabLine(lines[i], linePositionX, linePositionY, true);
}
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}
}
}
this.updateTexture();
};
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/**
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* Renders a line of text that contains tab characters if Text.tab > 0.
* Called automatically by updateText.
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*
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* @method Phaser.Text#renderTabLine
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* @private
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* @param {string} line - The line of text to render.
* @param {integer} x - The x position to start rendering from.
* @param {integer} y - The y position to start rendering from.
* @param {boolean} fill - If true uses fillText, if false uses strokeText.
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*/
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Phaser.Text.prototype.renderTabLine = function (line, x, y, fill) {
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var text = line.split(/(?:\t)/);
var tabs = this.style.tabs;
var snap = 0;
if (Array.isArray(tabs))
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{
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var tab = 0;
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for (var c = 0; c < text.length; c++)
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{
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if (c > 0)
{
tab += tabs[c - 1];
}
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snap = x + tab;
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if (fill)
{
this.context.fillText(text[c], snap, y);
}
else
{
this.context.strokeText(text[c], snap, y);
}
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}
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}
else
{
for (var c = 0; c < text.length; c++)
{
var section = Math.ceil(this.context.measureText(text[c]).width);
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// How far to the next tab?
snap = this.game.math.snapToCeil(x, tabs);
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if (fill)
{
this.context.fillText(text[c], snap, y);
}
else
{
this.context.strokeText(text[c], snap, y);
}
x = snap + section;
}
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}
};
/**
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* Sets the Shadow on the Text.context based on the Style settings, or disables it if not enabled.
* This is called automatically by Text.updateText.
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*
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* @method Phaser.Text#updateShadow
* @param {boolean} state - If true the shadow will be set to the Style values, otherwise it will be set to zero.
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*/
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Phaser.Text.prototype.updateShadow = function (state) {
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if (state)
{
this.context.shadowOffsetX = this.style.shadowOffsetX;
this.context.shadowOffsetY = this.style.shadowOffsetY;
this.context.shadowColor = this.style.shadowColor;
this.context.shadowBlur = this.style.shadowBlur;
}
else
{
this.context.shadowOffsetX = 0;
this.context.shadowOffsetY = 0;
this.context.shadowColor = 0;
this.context.shadowBlur = 0;
}
};
/**
* Updates a line of text, applying fill and stroke per-character colors if applicable.
*
* @method Phaser.Text#updateLine
* @private
*/
Phaser.Text.prototype.updateLine = function (line, x, y) {
for (var i = 0; i < line.length; i++)
{
var letter = line[i];
if (this.style.stroke & & this.style.strokeThickness)
{
if (this.strokeColors[this._charCount])
{
this.context.strokeStyle = this.strokeColors[this._charCount];
}
this.updateShadow(this.style.shadowStroke);
this.context.strokeText(letter, x, y);
}
if (this.style.fill)
{
if (this.colors[this._charCount])
{
this.context.fillStyle = this.colors[this._charCount];
}
this.updateShadow(this.style.shadowFill);
this.context.fillText(letter, x, y);
}
x += this.context.measureText(letter).width;
this._charCount++;
}
};
/**
* Clears any text fill or stroke colors that were set by `addColor` or `addStrokeColor`.
*
* @method Phaser.Text#clearColors
* @return {Phaser.Text} This Text instance.
*/
Phaser.Text.prototype.clearColors = function () {
this.colors = [];
this.strokeColors = [];
this.dirty = true;
return this;
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};
/**
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* Set specific colors for certain characters within the Text.
*
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* It works by taking a color value, which is a typical HTML string such as `#ff0000` or `rgb(255,0,0)` and a position.
* The position value is the index of the character in the Text string to start applying this color to.
* Once set the color remains in use until either another color or the end of the string is encountered.
* For example if the Text was `Photon Storm` and you did `Text.addColor('#ffff00', 6)` it would color in the word `Storm` in yellow.
*
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* If you wish to change the stroke color see addStrokeColor instead.
*
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* @method Phaser.Text#addColor
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* @param {string} color - A canvas fillstyle that will be used on the text eg `red`, `#00FF00`, `rgba()`.
* @param {number} position - The index of the character in the string to start applying this color value from.
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* @return {Phaser.Text} This Text instance.
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*/
Phaser.Text.prototype.addColor = function (color, position) {
this.colors[position] = color;
this.dirty = true;
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return this;
};
/**
* Set specific stroke colors for certain characters within the Text.
*
* It works by taking a color value, which is a typical HTML string such as `#ff0000` or `rgb(255,0,0)` and a position.
* The position value is the index of the character in the Text string to start applying this color to.
* Once set the color remains in use until either another color or the end of the string is encountered.
* For example if the Text was `Photon Storm` and you did `Text.addColor('#ffff00', 6)` it would color in the word `Storm` in yellow.
*
* This has no effect if stroke is disabled or has a thickness of 0.
*
* If you wish to change the text fill color see addColor instead.
*
* @method Phaser.Text#addStrokeColor
* @param {string} color - A canvas fillstyle that will be used on the text stroke eg `red`, `#00FF00`, `rgba()`.
* @param {number} position - The index of the character in the string to start applying this color value from.
* @return {Phaser.Text} This Text instance.
*/
Phaser.Text.prototype.addStrokeColor = function (color, position) {
this.strokeColors[position] = color;
this.dirty = true;
return this;
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};
/**
* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.
*
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* @method Phaser.Text#runWordWrap
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* @param {string} text - The text to perform word wrap detection against.
* @private
*/
Phaser.Text.prototype.runWordWrap = function (text) {
var result = '';
var lines = text.split('\n');
for (var i = 0; i < lines.length; i++)
{
var spaceLeft = this.style.wordWrapWidth;
var words = lines[i].split(' ');
for (var j = 0; j < words.length; j++)
{
var wordWidth = this.context.measureText(words[j]).width;
var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width;
if (wordWidthWithSpace > spaceLeft)
{
// Skip printing the newline if it's the first word of the line that is greater than the word wrap width.
if (j > 0)
{
result += '\n';
}
result += words[j] + ' ';
spaceLeft = this.style.wordWrapWidth - wordWidth;
}
else
{
spaceLeft -= wordWidthWithSpace;
result += words[j] + ' ';
}
}
if (i < lines.length-1)
{
result += '\n';
}
}
return result;
};
/**
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* Updates the internal `style.font` if it now differs according to generation from components.
*
* @method Phaser.Text#updateFont
* @private
* @param {object} components - Font components.
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*/
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Phaser.Text.prototype.updateFont = function (components) {
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var font = this.componentsToFont(components);
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if (this.style.font !== font)
{
this.style.font = font;
this.dirty = true;
if (this.parent)
{
this.updateTransform();
}
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}
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};
/**
* Converting a short CSS-font string into the relevant components.
*
* @method Phaser.Text#fontToComponents
* @private
* @param {string} font - a CSS font string
*/
Phaser.Text.prototype.fontToComponents = function (font) {
// The format is specified in http://www.w3.org/TR/CSS2/fonts.html#font-shorthand:
// style - normal | italic | oblique | inherit
// variant - normal | small-caps | inherit
// weight - normal | bold | bolder | lighter | 100 | 200 | 300 | 400 | 500 | 600 | 700 | 800 | 900 | inherit
// size - xx-small | x-small | small | medium | large | x-large | xx-large,
// larger | smaller
// {number} (em | ex | ch | rem | vh | vw | vmin | vmax | px | mm | cm | in | pt | pc | %)
// font-family - rest (but identifiers or quoted with comma separation)
var m = font.match(/^\s*(?:\b(normal|italic|oblique|inherit)?\b)\s*(?:\b(normal|small-caps|inherit)?\b)\s*(?:\b(normal|bold|bolder|lighter|100|200|300|400|500|600|700|800|900|inherit)?\b)\s*(?:\b(xx-small|x-small|small|medium|large|x-large|xx-large|larger|smaller|0|\d*(?:[.]\d*)?(?:%|[a-z]{2,5}))?\b)\s*(.*)\s*$/);
if (m)
{
return {
font: font,
fontStyle: m[1] || 'normal',
fontVariant: m[2] || 'normal',
fontWeight: m[3] || 'normal',
fontSize: m[4] || 'medium',
fontFamily: m[5]
};
}
else
{
console.warn("Phaser.Text - unparsable CSS font: " + font);
return {
font: font
};
}
};
/**
* Converts individual font components (see `fontToComponents`) to a short CSS font string.
*
* @method Phaser.Text#componentsToFont
* @private
* @param {object} components - Font components.
*/
Phaser.Text.prototype.componentsToFont = function (components) {
var parts = [];
var v;
v = components.fontStyle;
if (v & & v !== 'normal') { parts.push(v); }
v = components.fontVariant;
if (v & & v !== 'normal') { parts.push(v); }
v = components.fontWeight;
if (v & & v !== 'normal') { parts.push(v); }
v = components.fontSize;
if (v & & v !== 'medium') { parts.push(v); }
v = components.fontFamily;
if (v) { parts.push(v); }
if (!parts.length)
{
// Fallback to whatever value the 'font' was
parts.push(components.font);
}
return parts.join(" ");
};
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/**
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* The text to be displayed by this Text object.
* Use a \n to insert a carriage return and split the text.
* The text will be rendered with any style currently set.
*
* @method Phaser.Text#setText
* @param {string} [text] - The text to be displayed. Set to an empty string to clear text that is already present.
* @return {Phaser.Text} This Text instance.
*/
Phaser.Text.prototype.setText = function (text) {
this.text = text.toString() || '';
this.dirty = true;
return this;
};
/**
* Converts the given array into a tab delimited string and then updates this Text object.
* This is mostly used when you want to display external data using tab stops.
*
* The array can be either single or multi dimensional depending on the result you need:
*
* `[ 'a', 'b', 'c' ]` would convert in to `"a\tb\tc"`.
*
* Where as:
*
* `[
* [ 'a', 'b', 'c' ],
* [ 'd', 'e', 'f']
* ]`
*
* would convert in to: `"a\tb\tc\nd\te\tf"`
*
* @method Phaser.Text#parseList
* @param {array} list - The array of data to convert into a string.
* @return {Phaser.Text} This Text instance.
*/
Phaser.Text.prototype.parseList = function (list) {
if (!Array.isArray(list))
{
return this;
}
else
{
var s = "";
for (var i = 0; i < list.length; i++)
{
if (Array.isArray(list[i]))
{
s += list[i].join("\t");
if (i < list.length - 1)
{
s += "\n";
}
}
else
{
s += list[i];
if (i < list.length - 1)
{
s += "\t";
}
}
}
}
this.text = s;
this.dirty = true;
return this;
};
/**
* The Text Bounds is a rectangular region that you control the dimensions of into which the Text object itself is positioned,
* regardless of the number of lines in the text, the font size or any other attribute.
*
* Alignment is controlled via the properties `boundsAlignH` and `boundsAlignV` within the Text.style object, or can be directly
* set through the setters `Text.boundsAlignH` and `Text.boundsAlignV`. Bounds alignment is independent of text alignment.
*
* For example: If your game is 800x600 in size and you set the text bounds to be 0,0,800,600 then by setting boundsAlignH to
* 'center' and boundsAlignV to 'bottom' the text will render in the center and at the bottom of your game window, regardless of
* how many lines of text there may be. Even if you adjust the text content or change the style it will remain at the bottom center
* of the text bounds.
*
* This is especially powerful when you need to align text against specific coordinates in your game, but the actual text dimensions
* may vary based on font (say for multi-lingual games).
*
* If `Text.wordWrapWidth` is greater than the width of the text bounds it is clamped to match the bounds width.
*
* Call this method with no arguments given to reset an existing textBounds.
*
* It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts
* have additional padding around them which you can mitigate by tweaking the Text.padding property. It then adjusts the `pivot`
* property based on the given bounds and canvas size. This means if you need to set the pivot property directly in your game then
* you either cannot use `setTextBounds` or you must place the Text object inside another DisplayObject on which you set the pivot.
*
* @method Phaser.Text#setTextBounds
* @param {number} [x] - The x coordinate of the Text Bounds region.
* @param {number} [y] - The y coordinate of the Text Bounds region.
* @param {number} [width] - The width of the Text Bounds region.
* @param {number} [height] - The height of the Text Bounds region.
* @return {Phaser.Text} This Text instance.
*/
Phaser.Text.prototype.setTextBounds = function (x, y, width, height) {
if (x === undefined)
{
this.textBounds = null;
}
else
{
if (!this.textBounds)
{
this.textBounds = new Phaser.Rectangle(x, y, width, height);
}
else
{
this.textBounds.setTo(x, y, width, height);
}
if (this.style.wordWrapWidth > width)
{
this.style.wordWrapWidth = width;
}
}
this.updateTexture();
return this;
};
/**
* Updates the texture based on the canvas dimensions.
*
* @method Phaser.Text#updateTexture
* @private
*/
Phaser.Text.prototype.updateTexture = function () {
var base = this.texture.baseTexture;
var crop = this.texture.crop;
var frame = this.texture.frame;
var w = this.canvas.width;
var h = this.canvas.height;
base.width = w;
base.height = h;
crop.width = w;
crop.height = h;
frame.width = w;
frame.height = h;
this.texture.width = w;
this.texture.height = h;
this._width = w;
this._height = h;
if (this.textBounds)
{
var x = this.textBounds.x;
var y = this.textBounds.y;
// Align the canvas based on the bounds
if (this.style.boundsAlignH === 'right')
{
x = this.textBounds.width - this.canvas.width;
}
else if (this.style.boundsAlignH === 'center')
{
x = this.textBounds.halfWidth - (this.canvas.width / 2);
}
if (this.style.boundsAlignV === 'bottom')
{
y = this.textBounds.height - this.canvas.height;
}
else if (this.style.boundsAlignV === 'middle')
{
y = this.textBounds.halfHeight - (this.canvas.height / 2);
}
this.pivot.x = -x;
this.pivot.y = -y;
}
// Can't render something with a zero sized dimension
this.renderable = (w !== 0 & & h !== 0);
this.texture.baseTexture.dirty();
};
/**
* Renders the object using the WebGL renderer
*
* @method Phaser.Text#_renderWebGL
* @private
* @param {RenderSession} renderSession - The Render Session to render the Text on.
*/
Phaser.Text.prototype._renderWebGL = function (renderSession) {
if (this.dirty)
{
this.updateText();
this.dirty = false;
}
PIXI.Sprite.prototype._renderWebGL.call(this, renderSession);
};
/**
* Renders the object using the Canvas renderer.
*
* @method Phaser.Text#_renderCanvas
* @private
* @param {RenderSession} renderSession - The Render Session to render the Text on.
*/
Phaser.Text.prototype._renderCanvas = function (renderSession) {
if (this.dirty)
{
this.updateText();
this.dirty = false;
}
PIXI.Sprite.prototype._renderCanvas.call(this, renderSession);
};
/**
* Calculates the ascent, descent and fontSize of a given font style.
*
* @method Phaser.Text#determineFontProperties
* @private
* @param {object} fontStyle
*/
Phaser.Text.prototype.determineFontProperties = function (fontStyle) {
var properties = Phaser.Text.fontPropertiesCache[fontStyle];
if (!properties)
{
properties = {};
var canvas = Phaser.Text.fontPropertiesCanvas;
var context = Phaser.Text.fontPropertiesContext;
context.font = fontStyle;
var width = Math.ceil(context.measureText('|MÉq').width);
var baseline = Math.ceil(context.measureText('|MÉq').width);
var height = 2 * baseline;
baseline = baseline * 1.4 | 0;
canvas.width = width;
canvas.height = height;
context.fillStyle = '#f00';
context.fillRect(0, 0, width, height);
context.font = fontStyle;
context.textBaseline = 'alphabetic';
context.fillStyle = '#000';
context.fillText('|MÉq', 0, baseline);
if (!context.getImageData(0, 0, width, height))
{
properties.ascent = baseline;
properties.descent = baseline + 6;
properties.fontSize = properties.ascent + properties.descent;
Phaser.Text.fontPropertiesCache[fontStyle] = properties;
return properties;
}
var imagedata = context.getImageData(0, 0, width, height).data;
var pixels = imagedata.length;
var line = width * 4;
var i, j;
var idx = 0;
var stop = false;
// ascent. scan from top to bottom until we find a non red pixel
for (i = 0; i < baseline; i++)
{
for (j = 0; j < line; j += 4)
{
if (imagedata[idx + j] !== 255)
{
stop = true;
break;
}
}
if (!stop)
{
idx += line;
}
else
{
break;
}
}
properties.ascent = baseline - i;
idx = pixels - line;
stop = false;
// descent. scan from bottom to top until we find a non red pixel
for (i = height; i > baseline; i--)
{
for (j = 0; j < line; j += 4)
{
if (imagedata[idx + j] !== 255)
{
stop = true;
break;
}
}
if (!stop)
{
idx -= line;
}
else
{
break;
}
}
properties.descent = i - baseline;
//TODO might need a tweak. kind of a temp fix!
properties.descent += 6;
properties.fontSize = properties.ascent + properties.descent;
Phaser.Text.fontPropertiesCache[fontStyle] = properties;
}
return properties;
};
/**
* Returns the bounds of the Text as a rectangle.
* The bounds calculation takes the worldTransform into account.
*
* @method Phaser.Text#getBounds
* @param {Phaser.Matrix} matrix - The transformation matrix of the Text.
* @return {Phaser.Rectangle} The framing rectangle
*/
Phaser.Text.prototype.getBounds = function (matrix) {
if (this.dirty)
{
this.updateText();
this.dirty = false;
}
return PIXI.Sprite.prototype.getBounds.call(this, matrix);
};
/**
* The text to be displayed by this Text object.
* Use a \n to insert a carriage return and split the text.
* The text will be rendered with any style currently set.
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*
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* @name Phaser.Text#text
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* @property {string} text
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*/
Object.defineProperty(Phaser.Text.prototype, 'text', {
get: function() {
return this._text;
},
set: function(value) {
if (value !== this._text)
{
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this._text = value.toString() || '';
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this.dirty = true;
if (this.parent)
{
this.updateTransform();
}
}
}
});
/**
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* Change the font used.
*
* This is equivalent of the `font` property specified to {@link Phaser.Text#setStyle setStyle}, except
* that unlike using `setStyle` this will not change any current font fill/color settings.
*
* The CSS font string can also be individually altered with the `font`, `fontSize`, `fontWeight`, `fontStyle`, and `fontVariant` properties.
*
* @name Phaser.Text#cssFont
* @property {string} cssFont
*/
Object.defineProperty(Phaser.Text.prototype, 'cssFont', {
get: function() {
return this.componentsToFont(this._fontComponents);
},
set: function (value)
{
value = value || 'bold 20pt Arial';
this._fontComponents = this.fontToComponents(value);
this.updateFont(this._fontComponents);
}
});
/**
* Change the font family that the text will be rendered in, such as 'Arial'.
*
* Multiple CSS font families and generic fallbacks can be specified as long as
* {@link http://www.w3.org/TR/CSS2/fonts.html#propdef-font-family CSS font-family rules} are followed.
*
* To change the entire font string use {@link Phaser.Text#cssFont cssFont} instead: eg. `text.cssFont = 'bold 20pt Arial'`.
*
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* @name Phaser.Text#font
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* @property {string} font
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*/
Object.defineProperty(Phaser.Text.prototype, 'font', {
get: function() {
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return this._fontComponents.fontFamily;
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},
set: function(value) {
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value = value || 'Arial';
value = value.trim();
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// If it looks like the value should be quoted, but isn't, then quote it.
if (!/^(?:inherit|serif|sans-serif|cursive|fantasy|monospace)$/.exec(value) & & !/['",]/.exec(value))
{
value = "'" + value + "'";
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}
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this._fontComponents.fontFamily = value;
this.updateFont(this._fontComponents);
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}
});
/**
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* The size of the font.
*
* If the font size is specified in pixels (eg. `32` or `'32px`') then a number (ie. `32`) representing
* the font size in pixels is returned; otherwise the value with CSS unit is returned as a string (eg. `'12pt'`).
*
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* @name Phaser.Text#fontSize
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* @property {number|string} fontSize
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*/
Object.defineProperty(Phaser.Text.prototype, 'fontSize', {
get: function() {
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var size = this._fontComponents.fontSize;
if (size & & /(?:^0$|px$)/.exec(size))
{
return parseInt(size, 10);
}
else
{
return size;
}
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},
set: function(value) {
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value = value || '0';
if (typeof value === 'number')
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{
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value = value + 'px';
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}
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this._fontComponents.fontSize = value;
this.updateFont(this._fontComponents);
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}
});
/**
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* The weight of the font: 'normal', 'bold', or {@link http://www.w3.org/TR/CSS2/fonts.html#propdef-font-weight a valid CSS font weight}.
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* @name Phaser.Text#fontWeight
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* @property {string} fontWeight
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*/
Object.defineProperty(Phaser.Text.prototype, 'fontWeight', {
get: function() {
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return this._fontComponents.fontWeight || 'normal';
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},
set: function(value) {
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value = value || 'normal';
this._fontComponents.fontWeight = value;
this.updateFont(this._fontComponents);
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}
});
/**
* The style of the font: 'normal', 'italic', 'oblique'
* @name Phaser.Text#fontStyle
* @property {string} fontStyle
*/
Object.defineProperty(Phaser.Text.prototype, 'fontStyle', {
get: function() {
return this._fontComponents.fontStyle || 'normal';
},
set: function(value) {
value = value || 'normal';
this._fontComponents.fontStyle = value;
this.updateFont(this._fontComponents);
}
});
/**
* The variant the font: 'normal', 'small-caps'
* @name Phaser.Text#fontVariant
* @property {string} fontVariant
*/
Object.defineProperty(Phaser.Text.prototype, 'fontVariant', {
get: function() {
return this._fontComponents.fontVariant || 'normal';
},
set: function(value) {
value = value || 'normal';
this._fontComponents.fontVariant = value;
this.updateFont(this._fontComponents);
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}
});
/**
* @name Phaser.Text#fill
* @property {object} fill - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
*/
Object.defineProperty(Phaser.Text.prototype, 'fill', {
get: function() {
return this.style.fill;
},
set: function(value) {
if (value !== this.style.fill)
{
this.style.fill = value;
this.dirty = true;
}
}
});
/**
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* Controls the horizontal alignment for multiline text.
* Can be: 'left', 'center' or 'right'.
* Does not affect single lines of text. For that please see `setTextBounds`.
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* @name Phaser.Text#align
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* @property {string} align
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*/
Object.defineProperty(Phaser.Text.prototype, 'align', {
get: function() {
return this.style.align;
},
set: function(value) {
if (value !== this.style.align)
{
this.style.align = value;
this.dirty = true;
}
}
});
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/**
* The resolution of the canvas the text is rendered to.
* This defaults to match the resolution of the renderer, but can be changed on a per Text object basis.
* @name Phaser.Text#resolution
* @property {integer} resolution
*/
Object.defineProperty(Phaser.Text.prototype, 'resolution', {
get: function() {
return this._res;
},
set: function(value) {
if (value !== this._res)
{
this._res = value;
this.dirty = true;
}
}
});
/**
* The size (in pixels) of the tabs, for when text includes tab characters. 0 disables.
* Can be an integer or an array of varying tab sizes, one tab per element.
* For example if you set tabs to 100 then when Text encounters a tab it will jump ahead 100 pixels.
* If you set tabs to be `[100,200]` then it will set the first tab at 100px and the second at 200px.
*
* @name Phaser.Text#tabs
* @property {integer|array} tabs
*/
Object.defineProperty(Phaser.Text.prototype, 'tabs', {
get: function() {
return this.style.tabs;
},
set: function(value) {
if (value !== this.style.tabs)
{
this.style.tabs = value;
this.dirty = true;
}
}
});
/**
* Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'.
* @name Phaser.Text#boundsAlignH
* @property {string} boundsAlignH
*/
Object.defineProperty(Phaser.Text.prototype, 'boundsAlignH', {
get: function() {
return this.style.boundsAlignH;
},
set: function(value) {
if (value !== this.style.boundsAlignH)
{
this.style.boundsAlignH = value;
this.dirty = true;
}
}
});
/**
* Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'.
* @name Phaser.Text#boundsAlignV
* @property {string} boundsAlignV
*/
Object.defineProperty(Phaser.Text.prototype, 'boundsAlignV', {
get: function() {
return this.style.boundsAlignV;
},
set: function(value) {
if (value !== this.style.boundsAlignV)
{
this.style.boundsAlignV = value;
this.dirty = true;
}
}
});
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/**
* @name Phaser.Text#stroke
* @property {string} stroke - A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.
*/
Object.defineProperty(Phaser.Text.prototype, 'stroke', {
get: function() {
return this.style.stroke;
},
set: function(value) {
if (value !== this.style.stroke)
{
this.style.stroke = value;
this.dirty = true;
}
}
});
/**
* @name Phaser.Text#strokeThickness
* @property {number} strokeThickness - A number that represents the thickness of the stroke. Default is 0 (no stroke)
*/
Object.defineProperty(Phaser.Text.prototype, 'strokeThickness', {
get: function() {
return this.style.strokeThickness;
},
set: function(value) {
if (value !== this.style.strokeThickness)
{
this.style.strokeThickness = value;
this.dirty = true;
}
}
});
/**
* @name Phaser.Text#wordWrap
* @property {boolean} wordWrap - Indicates if word wrap should be used.
*/
Object.defineProperty(Phaser.Text.prototype, 'wordWrap', {
get: function() {
return this.style.wordWrap;
},
set: function(value) {
if (value !== this.style.wordWrap)
{
this.style.wordWrap = value;
this.dirty = true;
}
}
});
/**
* @name Phaser.Text#wordWrapWidth
* @property {number} wordWrapWidth - The width at which text will wrap.
*/
Object.defineProperty(Phaser.Text.prototype, 'wordWrapWidth', {
get: function() {
return this.style.wordWrapWidth;
},
set: function(value) {
if (value !== this.style.wordWrapWidth)
{
this.style.wordWrapWidth = value;
this.dirty = true;
}
}
});
/**
* @name Phaser.Text#lineSpacing
* @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.
*/
Object.defineProperty(Phaser.Text.prototype, 'lineSpacing', {
get: function() {
return this._lineSpacing;
},
set: function(value) {
if (value !== this._lineSpacing)
{
this._lineSpacing = parseFloat(value);
this.dirty = true;
if (this.parent)
{
this.updateTransform();
}
}
}
});
/**
* @name Phaser.Text#shadowOffsetX
* @property {number} shadowOffsetX - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
*/
Object.defineProperty(Phaser.Text.prototype, 'shadowOffsetX', {
get: function() {
return this.style.shadowOffsetX;
},
set: function(value) {
if (value !== this.style.shadowOffsetX)
{
this.style.shadowOffsetX = value;
this.dirty = true;
}
}
});
/**
* @name Phaser.Text#shadowOffsetY
* @property {number} shadowOffsetY - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
*/
Object.defineProperty(Phaser.Text.prototype, 'shadowOffsetY', {
get: function() {
return this.style.shadowOffsetY;
},
set: function(value) {
if (value !== this.style.shadowOffsetY)
{
this.style.shadowOffsetY = value;
this.dirty = true;
}
}
});
/**
* @name Phaser.Text#shadowColor
* @property {string} shadowColor - The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
*/
Object.defineProperty(Phaser.Text.prototype, 'shadowColor', {
get: function() {
return this.style.shadowColor;
},
set: function(value) {
if (value !== this.style.shadowColor)
{
this.style.shadowColor = value;
this.dirty = true;
}
}
});
/**
* @name Phaser.Text#shadowBlur
* @property {number} shadowBlur - The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
*/
Object.defineProperty(Phaser.Text.prototype, 'shadowBlur', {
get: function() {
return this.style.shadowBlur;
},
set: function(value) {
if (value !== this.style.shadowBlur)
{
this.style.shadowBlur = value;
this.dirty = true;
}
}
});
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/**
* @name Phaser.Text#shadowStroke
* @property {boolean} shadowStroke - Sets if the drop shadow is applied to the Text stroke.
*/
Object.defineProperty(Phaser.Text.prototype, 'shadowStroke', {
get: function() {
return this.style.shadowStroke;
},
set: function(value) {
if (value !== this.style.shadowStroke)
{
this.style.shadowStroke = value;
this.dirty = true;
}
}
});
/**
* @name Phaser.Text#shadowFill
* @property {boolean} shadowFill - Sets if the drop shadow is applied to the Text fill.
*/
Object.defineProperty(Phaser.Text.prototype, 'shadowFill', {
get: function() {
return this.style.shadowFill;
},
set: function(value) {
if (value !== this.style.shadowFill)
{
this.style.shadowFill = value;
this.dirty = true;
}
}
});
/**
* @name Phaser.Text#width
* @property {number} width - The width of the Text. Setting this will modify the scale to achieve the value requested.
*/
Object.defineProperty(Phaser.Text.prototype, 'width', {
get: function() {
if (this.dirty)
{
this.updateText();
this.dirty = false;
}
return this.scale.x * this.texture.frame.width;
},
set: function(value) {
this.scale.x = value / this.texture.frame.width;
this._width = value;
}
});
/**
* @name Phaser.Text#height
* @property {number} height - The height of the Text. Setting this will modify the scale to achieve the value requested.
*/
Object.defineProperty(Phaser.Text.prototype, 'height', {
get: function() {
if (this.dirty)
{
this.updateText();
this.dirty = false;
}
return this.scale.y * this.texture.frame.height;
},
set: function(value) {
this.scale.y = value / this.texture.frame.height;
this._height = value;
}
});
Phaser.Text.fontPropertiesCache = {};
Phaser.Text.fontPropertiesCanvas = document.createElement('canvas');
Phaser.Text.fontPropertiesContext = Phaser.Text.fontPropertiesCanvas.getContext('2d');
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< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-alpha10< / a >
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on Wed Jul 29 2015 14:57:51 GMT+0100 (GMT Daylight Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / 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 >