2013-10-25 15:54:40 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
< title > Phaser Source: gameobjects/Text.js< / title >
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
< div class = "navbar-inner" >
< a class = "brand" href = "index.html" > Phaser< / a >
< ul class = "nav" >
< li class = "dropdown" >
< a href = "namespaces.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Namespaces< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "Phaser.html" > Phaser< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
< li >
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
< / li >
< li >
< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.BitmapData.html" > BitmapData< / a >
< / li >
2014-02-18 03:01:51 +00:00
< li >
< a href = "Phaser.BitmapFont.html" > BitmapFont< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.BitmapText.html" > BitmapText< / a >
< / li >
< li >
< a href = "Phaser.Button.html" > Button< / a >
< / li >
< li >
< a href = "Phaser.Cache.html" > Cache< / a >
< / li >
< li >
< a href = "Phaser.Camera.html" > Camera< / a >
< / li >
< li >
< a href = "Phaser.Canvas.html" > Canvas< / a >
< / li >
< li >
< a href = "Phaser.Circle.html" > Circle< / a >
< / li >
< li >
< a href = "Phaser.Color.html" > Color< / a >
< / li >
< li >
< a href = "Phaser.Device.html" > Device< / a >
< / li >
< li >
< a href = "Phaser.Easing.html" > Easing< / a >
< / li >
< li >
< a href = "Phaser.Easing.Back.html" > Back< / a >
< / li >
< li >
< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
< / li >
< li >
< a href = "Phaser.Easing.Circular.html" > Circular< / a >
< / li >
< li >
< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
< / li >
< li >
< a href = "Phaser.Easing.Linear.html" > Linear< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
< / li >
2014-02-18 03:01:51 +00:00
< li >
< a href = "Phaser.Ellipse.html" > Ellipse< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Events.html" > Events< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Filter.html" > Filter< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Frame.html" > Frame< / a >
< / li >
< li >
< a href = "Phaser.FrameData.html" > FrameData< / a >
< / li >
< li >
< a href = "Phaser.Game.html" > Game< / a >
< / li >
< li >
< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
2014-02-05 06:29:17 +00:00
< li >
< a href = "Phaser.Gamepad.html" > Gamepad< / a >
< / li >
< li >
< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Graphics.html" > Graphics< / a >
< / li >
< li >
< a href = "Phaser.Group.html" > Group< / a >
< / li >
2014-02-08 07:24:22 +00:00
< li >
< a href = "Phaser.Image.html" > Image< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Input.html" > Input< / a >
< / li >
< li >
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
< / li >
< li >
< a href = "Phaser.Key.html" > Key< / a >
< / li >
< li >
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
< / li >
2014-02-05 06:29:17 +00:00
< li >
< a href = "Phaser.Line.html" > Line< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
< li >
< a href = "Phaser.Loader.html" > Loader< / a >
< / li >
< li >
< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
< / li >
< li >
< a href = "Phaser.Math.html" > Math< / a >
< / li >
< li >
< a href = "Phaser.Mouse.html" > Mouse< / a >
< / li >
< li >
< a href = "Phaser.MSPointer.html" > MSPointer< / a >
< / li >
< li >
< a href = "Phaser.Net.html" > Net< / a >
< / li >
< li >
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
< li >
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
< li >
< a href = "Phaser.Physics.html" > Physics< / a >
< / li >
< li >
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / li >
< li >
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
< li >
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
< li >
< a href = "Phaser.Point.html" > Point< / a >
< / li >
< li >
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2013-11-07 06:10:15 +00:00
< li >
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
< li >
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
< li >
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
< li >
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
< li >
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-02-05 06:29:17 +00:00
< li >
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
< li >
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
< li >
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-02-18 03:01:51 +00:00
< li >
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
< li >
< a href = "Phaser.StageScaleMode.html" > StageScaleMode< / a >
< / li >
< li >
< a href = "Phaser.State.html" > State< / a >
< / li >
< li >
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
< li >
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
< li >
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
< li >
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
< li >
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
< li >
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
< li >
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-02-05 06:29:17 +00:00
< li >
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
< li >
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
< li >
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
< li >
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
< li >
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
< li >
< a href = "Phaser.World.html" > World< / a >
< / li >
< li >
< a href = "SignalBinding.html" > SignalBinding< / a >
< / li >
< / ul >
< / li >
2014-02-08 07:24:22 +00:00
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "global.html#canUseNewCanvasBlendModes" > canUseNewCanvasBlendModes< / a >
< / li >
2014-02-18 03:01:51 +00:00
< li >
< a href = "global.html#getBounds" > getBounds< / a >
< / li >
2014-02-08 07:24:22 +00:00
< li >
< a href = "global.html#getNextPowerOfTwo" > getNextPowerOfTwo< / a >
< / li >
< li >
< a href = "global.html#hex2rgb" > hex2rgb< / a >
< / li >
< li >
< a href = "global.html#hitTest" > hitTest< / a >
< / li >
< li >
< a href = "global.html#rgb2hex" > rgb2hex< / a >
< / li >
< / ul >
< / li >
2013-10-25 15:54:40 +00:00
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: gameobjects/Text.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 Photon Storm Ltd.
2013-10-25 15:54:40 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
2014-02-05 06:29:17 +00:00
* Create a new `Text` object.
2013-10-25 15:54:40 +00:00
* @class Phaser.Text
* @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.
* @param {object} style - The style object containing style attributes like font, font size ,
*/
Phaser.Text = function (game, x, y, text, style) {
x = x || 0;
y = y || 0;
text = text || '';
style = style || '';
2013-11-28 15:57:09 +00:00
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
* @default
*/
2013-10-25 15:54:40 +00:00
this.exists = true;
2013-11-28 15:57:09 +00:00
/**
* @property {string} name - The user defined name given to this object.
* @default
*/
2013-10-25 15:54:40 +00:00
this.name = '';
/**
2013-11-28 15:57:09 +00:00
* @property {number} type - The const type of this object.
* @default
2013-10-25 15:54:40 +00:00
*/
2013-11-28 15:57:09 +00:00
this.type = Phaser.TEXT;
2013-10-25 15:54:40 +00:00
2013-11-28 15:57:09 +00:00
/**
2014-02-18 03:01:51 +00:00
* @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);
/**
* @property {string} _text - Internal cache var.
2013-11-28 15:57:09 +00:00
* @private
*/
2013-10-25 15:54:40 +00:00
this._text = text;
2013-11-28 15:57:09 +00:00
/**
2014-02-18 03:01:51 +00:00
* @property {string} _font - Internal cache var.
2013-11-28 15:57:09 +00:00
* @private
*/
2014-02-18 03:01:51 +00:00
this._font = '';
2013-10-25 15:54:40 +00:00
/**
2014-02-18 03:01:51 +00:00
* @property {number} _fontSize - Internal cache var.
* @private
2013-11-28 15:57:09 +00:00
*/
2014-02-18 03:01:51 +00:00
this._fontSize = 32;
2013-10-25 15:54:40 +00:00
/**
2014-02-18 03:01:51 +00:00
* @property {string} _fontWeight - Internal cache var.
* @private
2013-11-28 15:57:09 +00:00
*/
2014-02-18 03:01:51 +00:00
this._fontWeight = 'normal';
2013-10-25 15:54:40 +00:00
/**
2014-02-18 03:01:51 +00:00
* @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.
* @private
2013-11-28 15:57:09 +00:00
*/
2014-02-18 03:01:51 +00:00
this._lineSpacing = 0;
2013-10-25 15:54:40 +00:00
2014-02-05 06:29:17 +00:00
/**
2014-02-18 03:01:51 +00:00
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
2014-02-05 06:29:17 +00:00
*/
2014-02-18 03:01:51 +00:00
this.events = new Phaser.Events(this);
2014-02-05 06:29:17 +00:00
/**
2014-02-18 03:01:51 +00:00
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
2014-02-05 06:29:17 +00:00
*/
2014-02-18 03:01:51 +00:00
this.input = null;
2014-02-05 06:29:17 +00:00
2013-10-25 15:54:40 +00:00
/**
2014-02-18 03:01:51 +00:00
* @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.
2013-10-25 15:54:40 +00:00
*/
2014-02-18 03:01:51 +00:00
this.cameraOffset = new Phaser.Point();
2013-10-25 15:54:40 +00:00
2014-02-18 03:01:51 +00:00
PIXI.Text.call(this, text, style);
2013-10-25 15:54:40 +00:00
2014-02-18 03:01:51 +00:00
this.position.set(x, y);
2013-10-25 15:54:40 +00:00
/**
2014-02-18 03:01:51 +00:00
* 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)
* @property {Int16Array} _cache
* @private
2013-10-25 15:54:40 +00:00
*/
2014-02-18 03:01:51 +00:00
this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
2013-10-25 15:54:40 +00:00
};
Phaser.Text.prototype = Object.create(PIXI.Text.prototype);
Phaser.Text.prototype.constructor = Phaser.Text;
/**
2014-02-18 03:01:51 +00:00
* Automatically called by World.preUpdate.
* @method Phaser.Text.prototype.preUpdate
2013-10-25 15:54:40 +00:00
*/
2014-02-18 03:01:51 +00:00
Phaser.Text.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)
{
this.renderOrderID = -1;
return false;
}
2013-10-25 15:54:40 +00:00
2014-02-18 03:01:51 +00:00
if (this.autoCull)
2013-10-25 15:54:40 +00:00
{
2014-02-18 03:01:51 +00:00
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
2013-10-25 15:54:40 +00:00
}
2014-02-18 03:01:51 +00:00
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
if (this.visible)
2014-02-05 06:29:17 +00:00
{
2014-02-18 03:01:51 +00:00
this._cache[3] = this.game.world.currentRenderOrderID++;
2014-02-05 06:29:17 +00:00
}
2014-02-18 03:01:51 +00:00
return true;
2013-10-25 15:54:40 +00:00
2014-02-18 03:01:51 +00:00
}
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.Text#update
* @memberof Phaser.Text
*/
Phaser.Text.prototype.update = function() {
2013-10-25 15:54:40 +00:00
2014-02-18 03:01:51 +00:00
}
/**
* Automatically called by World.postUpdate.
* @method Phaser.Text.prototype.postUpdate
*/
Phaser.Text.prototype.postUpdate = function () {
// Fixed to Camera?
if (this._cache[7] === 1)
2013-10-25 15:54:40 +00:00
{
2014-02-18 03:01:51 +00:00
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
2013-10-25 15:54:40 +00:00
}
}
/**
* @method Phaser.Text.prototype.destroy
*/
2014-02-18 03:01:51 +00:00
Phaser.Text.prototype.destroy = function () {
2013-10-25 15:54:40 +00:00
2014-02-18 03:01:51 +00:00
if (this.filters)
2013-10-25 15:54:40 +00:00
{
2014-02-18 03:01:51 +00:00
this.filters = null;
2013-10-25 15:54:40 +00:00
}
2014-02-18 03:01:51 +00:00
if (this.parent)
{
this.parent.remove(this);
}
this.texture.destroy();
2013-10-25 15:54:40 +00:00
if (this.canvas.parentNode)
{
this.canvas.parentNode.removeChild(this.canvas);
}
else
{
this.canvas = null;
this.context = null;
}
this.exists = false;
2014-02-18 03:01:51 +00:00
this.visible = false;
this.game = null;
2013-10-25 15:54:40 +00:00
2014-02-18 03:01:51 +00:00
}
/**
* @method Phaser.Text.prototype.setShadow
* @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.
* @param {string} [color='rgba(0,0,0,0)'] - The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
* @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).
*/
Phaser.Text.prototype.setShadow = function (x, y, color, blur) {
this.style.shadowOffsetX = x || 0;
this.style.shadowOffsetY = y || 0;
this.style.shadowColor = color || 'rgba(0,0,0,0)';
this.style.shadowBlur = blur || 0;
this.dirty = true;
}
/**
* Set the style of the text by passing a single style object to it.
*
* @method Phaser.Text.prototype.setStyle
* @param [style] {Object} The style parameters
* @param [style.font='bold 20pt Arial'] {String} The style and size of the font
* @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00'
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
* @param [style.stroke='black'] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap
*/
Phaser.Text.prototype.setStyle = function (style) {
style = style || {};
style.font = style.font || 'bold 20pt Arial';
style.fill = style.fill || 'black';
style.align = style.align || 'left';
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;
this.style = style;
this.dirty = true;
}
/**
* Renders text. This replaces the Pixi.Text.updateText function as we need a few extra bits in here.
*
* @method Phaser.Text.prototype.updateText
* @private
*/
Phaser.Text.prototype.updateText = function () {
this.context.font = this.style.font;
var outputText = this.text;
// word wrap
// preserve original text
if(this.style.wordWrap)outputText = this.runWordWrap(this.text);
//split text into lines
var lines = outputText.split(/(?:\r\n|\r|\n)/);
//calculate text width
var lineWidths = [];
var maxLineWidth = 0;
for (var i = 0; i < lines.length; i++)
{
var lineWidth = this.context.measureText(lines[i]).width;
lineWidths[i] = lineWidth;
maxLineWidth = Math.max(maxLineWidth, lineWidth);
}
this.canvas.width = maxLineWidth + this.style.strokeThickness;
//calculate text height
var lineHeight = this.determineFontHeight('font: ' + this.style.font + ';') + this.style.strokeThickness + this._lineSpacing + this.style.shadowOffsetY;
this.canvas.height = lineHeight * lines.length;
if(navigator.isCocoonJS) this.context.clearRect(0,0,this.canvas.width,this.canvas.height);
//set canvas text styles
this.context.fillStyle = this.style.fill;
this.context.font = this.style.font;
this.context.strokeStyle = this.style.stroke;
this.context.lineWidth = this.style.strokeThickness;
this.context.shadowOffsetX = this.style.shadowOffsetX;
this.context.shadowOffsetY = this.style.shadowOffsetY;
this.context.shadowColor = this.style.shadowColor;
this.context.shadowBlur = this.style.shadowBlur;
this.context.textBaseline = 'top';
//draw lines line by line
for (i = 0; i < lines.length; i++)
{
var linePosition = new PIXI.Point(this.style.strokeThickness / 2, this.style.strokeThickness / 2 + i * lineHeight);
if(this.style.align === 'right')
{
linePosition.x += maxLineWidth - lineWidths[i];
}
else if(this.style.align === 'center')
{
linePosition.x += (maxLineWidth - lineWidths[i]) / 2;
}
linePosition.y += this._lineSpacing;
if(this.style.stroke & & this.style.strokeThickness)
{
this.context.strokeText(lines[i], linePosition.x, linePosition.y);
}
if(this.style.fill)
{
this.context.fillText(lines[i], linePosition.x, linePosition.y);
}
}
this.updateTexture();
}
/**
* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.
*
* @method Phaser.Text.prototype.runWordWrap
* @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;
2013-10-25 15:54:40 +00:00
}
/**
2013-11-28 15:57:09 +00:00
* 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.
* 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.Text#angle
* @property {number} angle - Gets or sets the angle of rotation in degrees.
2013-10-25 15:54:40 +00:00
*/
Object.defineProperty(Phaser.Text.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
2013-11-28 15:57:09 +00:00
/**
2014-02-18 03:01:51 +00:00
* The text string to be displayed by this Text object, taking into account the style settings.
* @name Phaser.Text#text
* @property {string} text - The text string to be displayed by this Text object, taking into account the style settings.
*/
Object.defineProperty(Phaser.Text.prototype, 'text', {
get: function() {
return this._text;
},
set: function(value) {
if (value !== this._text)
{
this._text = value.toString() || ' ';
this.dirty = true;
}
}
});
/**
* @name Phaser.Text#font
* @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
2013-11-28 15:57:09 +00:00
*/
2014-02-18 03:01:51 +00:00
Object.defineProperty(Phaser.Text.prototype, 'font', {
2013-11-28 15:57:09 +00:00
get: function() {
2014-02-18 03:01:51 +00:00
return this._font;
2013-11-28 15:57:09 +00:00
},
set: function(value) {
2014-02-18 03:01:51 +00:00
if (value !== this._font)
{
this._font = value.trim();
this.style.font = this._fontWeight + ' ' + this._fontSize + "px '" + this._font + "'";
this.dirty = true;
}
2013-11-28 15:57:09 +00:00
}
});
/**
2014-02-18 03:01:51 +00:00
* @name Phaser.Text#fontSize
* @property {number} fontSize - The size of the font in pixels.
2013-11-28 15:57:09 +00:00
*/
2014-02-18 03:01:51 +00:00
Object.defineProperty(Phaser.Text.prototype, 'fontSize', {
2013-11-28 15:57:09 +00:00
get: function() {
2014-02-18 03:01:51 +00:00
return this._fontSize;
2013-11-28 15:57:09 +00:00
},
set: function(value) {
2014-02-18 03:01:51 +00:00
value = parseInt(value);
if (value !== this._fontSize)
{
this._fontSize = value;
this.style.font = this._fontWeight + ' ' + this._fontSize + "px '" + this._font + "'";
this.dirty = true;
}
2013-11-28 15:57:09 +00:00
}
});
/**
2014-02-18 03:01:51 +00:00
* @name Phaser.Text#fontWeight
* @property {number} fontWeight - The weight of the font: 'normal', 'bold', 'italic'. You can combine settings too, such as 'bold italic'.
2013-11-28 15:57:09 +00:00
*/
2014-02-18 03:01:51 +00:00
Object.defineProperty(Phaser.Text.prototype, 'fontWeight', {
2013-10-25 15:54:40 +00:00
get: function() {
2014-02-18 03:01:51 +00:00
return this._fontWeight;
2013-10-25 15:54:40 +00:00
},
set: function(value) {
2014-02-18 03:01:51 +00:00
if (value !== this._fontWeight)
2013-10-25 15:54:40 +00:00
{
2014-02-18 03:01:51 +00:00
this._fontWeight = value;
this.style.font = this._fontWeight + ' ' + this._fontSize + "px '" + this._font + "'";
this.dirty = true;
2013-10-25 15:54:40 +00:00
}
}
});
2013-11-28 15:57:09 +00:00
/**
2014-02-18 03:01:51 +00:00
* @name Phaser.Text#fill
* @property {object} fill - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
2013-11-28 15:57:09 +00:00
*/
2014-02-18 03:01:51 +00:00
Object.defineProperty(Phaser.Text.prototype, 'fill', {
2013-10-25 15:54:40 +00:00
get: function() {
2014-02-18 03:01:51 +00:00
return this.style.fill;
2013-10-25 15:54:40 +00:00
},
set: function(value) {
2014-02-18 03:01:51 +00:00
if (value !== this.style.fill)
2013-10-25 15:54:40 +00:00
{
2014-02-18 03:01:51 +00:00
this.style.fill = value;
this.dirty = true;
2013-10-25 15:54:40 +00:00
}
}
2014-02-18 03:01:51 +00:00
});
/**
* @name Phaser.Text#align
* @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
*/
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;
}
}
});
/**
* @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;
}
}
});
/**
* @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;
}
}
});
/**
* 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.Text#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
*/
Object.defineProperty(Phaser.Text.prototype, "inputEnabled", {
get: function () {
return (this.input & & this.input.enabled);
},
set: function (value) {
if (value)
{
if (this.input === null)
{
this.input = new Phaser.InputHandler(this);
this.input.start();
}
}
else
{
if (this.input & & this.input.enabled)
{
this.input.stop();
}
}
}
});
/**
* An Text that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Text.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this Text was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.Text#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this Text to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.Text.prototype, "fixedToCamera", {
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;
}
}
2013-10-25 15:54:40 +00:00
});
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
2014-02-05 06:29:17 +00:00
Phaser Copyright © 2012-2014 Photon Storm Ltd.
2013-10-25 15:54:40 +00:00
< / span >
< br / >
< span class = "jsdoc-message" >
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-02-19 05:28:19 +00:00
on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-10-25 15:54:40 +00:00
< / 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( {
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 >