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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
< / ul >
< / li >
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: gameobjects/BitmapText.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* Creates a new BitmapText object.
*
* @class Phaser.BitmapText
*
* @classdesc BitmapText objects work by taking a texture file and an XML file that describes the font layout.
*
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* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
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* For Web there is the great Littera: http://kvazars.com/littera/
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*
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* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
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* @param {string} font - The key of the BitmapFont as stored in Game.Cache.
* @param {string} [text=''] - The actual text that will be rendered. Can be set later via BitmapText.text.
* @param {number} [size=32] - The size the font will be rendered in, in pixels.
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*/
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Phaser.BitmapText = function (game, x, y, font, text, size) {
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x = x || 0;
y = y || 0;
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font = font || '';
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text = text || '';
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size = size || 32;
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
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/**
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
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this.exists = true;
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/**
* @property {string} name - The user defined name given to this BitmapText.
* @default
*/
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this.name = '';
/**
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* @property {number} type - The const type of this object.
* @readonly
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*/
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this.type = Phaser.BITMAPTEXT;
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/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
this.z = 0;
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/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
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/**
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* @property {string} _text - Internal cache var.
* @private
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*/
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this._text = text;
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/**
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* @property {string} _font - Internal cache var.
* @private
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*/
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this._font = font;
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/**
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* @property {number} _fontSize - Internal cache var.
* @private
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*/
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this._fontSize = size;
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/**
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* @property {string} _align - Internal cache var.
* @private
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*/
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this._align = 'left';
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/**
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* @property {number} _tint - Internal cache var.
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* @private
*/
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this._tint = 0xFFFFFF;
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/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/
this.events = new Phaser.Events(this);
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/**
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
*/
this.input = null;
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/**
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
*/
this.cameraOffset = new Phaser.Point();
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PIXI.BitmapText.call(this, text);
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this.position.set(x, y);
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/**
* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
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* @property {Array} _cache
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* @private
*/
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this._cache = [0, 0, 0, 0, 1, 0, 1, 0];
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};
Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
/**
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* @method Phaser.BitmapText.prototype.setStyle
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* @private
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*/
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Phaser.BitmapText.prototype.setStyle = function() {
this.style = { align: this._align };
this.fontName = this._font;
this.fontSize = this._fontSize;
this.dirty = true;
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};
/**
* Automatically called by World.preUpdate.
* @method Phaser.BitmapText.prototype.preUpdate
*/
Phaser.BitmapText.prototype.preUpdate = function () {
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
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{
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this.renderOrderID = -1;
return false;
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}
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if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
}
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this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
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if (this.visible)
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{
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this._cache[3] = this.game.stage.currentRenderOrderID++;
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}
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return true;
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};
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/**
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* Override and use this function in your own custom objects to handle any update requirements you may have.
*
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* @method Phaser.BitmapText.prototype.update
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*/
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Phaser.BitmapText.prototype.update = function() {
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};
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/**
* Automatically called by World.postUpdate.
* @method Phaser.BitmapText.prototype.postUpdate
*/
Phaser.BitmapText.prototype.postUpdate = function () {
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// Fixed to Camera?
if (this._cache[7] === 1)
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{
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this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
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}
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};
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/**
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* Destroy this BitmapText instance. This will remove any filters and un-parent any children.
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* @method Phaser.BitmapText.prototype.destroy
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* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
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*/
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Phaser.BitmapText.prototype.destroy = function(destroyChildren) {
if (this.game === null) { return; }
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
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if (this.parent)
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{
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if (this.parent instanceof Phaser.Group)
{
this.parent.remove(this);
}
else
{
this.parent.removeChild(this);
}
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}
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var i = this.children.length;
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if (destroyChildren)
{
while (i--)
{
if (this.children[i].destroy)
{
this.children[i].destroy(destroyChildren);
}
else
{
this.removeChild(this.children[i]);
}
}
}
else
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{
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while (i--)
{
this.removeChild(this.children[i]);
}
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}
this.exists = false;
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this.visible = false;
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this.filters = null;
this.mask = null;
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this.game = null;
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};
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/**
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* @name Phaser.BitmapText#align
* @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'align', {
get: function() {
return this._align;
},
set: function(value) {
if (value !== this._align)
{
this._align = value;
this.setStyle();
}
}
});
/**
* @name Phaser.BitmapText#tint
* @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'tint', {
get: function() {
return this._tint;
},
set: function(value) {
if (value !== this._tint)
{
this._tint = value;
this.dirty = true;
}
}
});
/**
* Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
* @name Phaser.BitmapText#angle
* @property {number} angle - Gets or sets the angle of rotation in degrees.
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*/
Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
/**
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* @name Phaser.BitmapText#font
* @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'font', {
get: function() {
return this._font;
},
set: function(value) {
if (value !== this._font)
{
this._font = value.trim();
this.style.font = this._fontSize + "px '" + this._font + "'";
this.dirty = true;
}
}
});
/**
* @name Phaser.BitmapText#fontSize
* @property {number} fontSize - The size of the font in pixels.
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', {
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get: function() {
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return this._fontSize;
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},
set: function(value) {
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value = parseInt(value, 10);
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if (value !== this._fontSize)
{
this._fontSize = value;
this.style.font = this._fontSize + "px '" + this._font + "'";
this.dirty = true;
}
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}
});
/**
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* The text string to be displayed by this Text object, taking into account the style settings.
* @name Phaser.BitmapText#text
* @property {string} text - The text string to be displayed by this Text object, taking into account the style settings.
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'text', {
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get: function() {
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return this._text;
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},
set: function(value) {
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if (value !== this._text)
{
this._text = value.toString() || ' ';
this.dirty = true;
}
}
});
/**
* By default a Text object won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this object and it will then start to process click/touch events and more.
*
* @name Phaser.BitmapText#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
*/
Object.defineProperty(Phaser.BitmapText.prototype, "inputEnabled", {
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get: function () {
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return (this.input & & this.input.enabled);
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},
set: function (value) {
if (value)
{
if (this.input === null)
{
this.input = new Phaser.InputHandler(this);
this.input.start();
}
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else if (this.input & & !this.input.enabled)
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{
this.input.start();
}
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}
else
{
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if (this.input & & this.input.enabled)
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{
this.input.stop();
}
}
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}
});
/**
* An BitmapText that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in BitmapText.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this BitmapText was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.BitmapText#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this BitmapText to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.BitmapText.prototype, "fixedToCamera", {
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get: function () {
return !!this._cache[7];
},
set: function (value) {
if (value)
{
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._cache[7] = 0;
}
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}
});
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 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-dev< / a >
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on Fri Apr 11 2014 13:25:02 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / div >
< br clear = "both" >
< / div >
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< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
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$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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selectors : "h1,h2,h3,h4",
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