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<h1 class="page-title">Source: gameobjects/BitmapFont.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.BitmapFont
* @extends Phaser.RenderTexture
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {string} key - The font set graphic set as stored in the Game.Cache.
* @param {number} characterWidth - The width of each character in the font set.
* @param {number} characterHeight - The height of each character in the font set.
* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
* @param {number} charsPerRow - The number of characters per row in the font set.
* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
*/
Phaser.BitmapFont = function (game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
/**
* @property {number} characterWidth - The width of each character in the font set.
*/
this.characterWidth = characterWidth;
/**
* @property {number} characterHeight - The height of each character in the font set.
*/
this.characterHeight = characterHeight;
/**
* @property {number} characterSpacingX - If the characters in the font set have horizontal spacing between them set the required amount here.
*/
this.characterSpacingX = xSpacing || 0;
/**
* @property {number} characterSpacingY - If the characters in the font set have vertical spacing between them set the required amount here.
*/
this.characterSpacingY = ySpacing || 0;
/**
* @property {number} characterPerRow - The number of characters per row in the font set.
*/
this.characterPerRow = charsPerRow;
/**
* @property {number} offsetX - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
*/
this.offsetX = xOffset || 0;
/**
* @property {number} offsetY - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
*/
this.offsetY = yOffset || 0;
/**
* @property {string} align - Alignment of the text when multiLine = true or a fixedWidth is set. Set to BitmapFont.ALIGN_LEFT (default), BitmapFont.ALIGN_RIGHT or BitmapFont.ALIGN_CENTER.
*/
this.align = "left";
/**
* @property {boolean} multiLine - If set to true all carriage-returns in text will form new lines (see align). If false the font will only contain one single line of text (the default)
* @default
*/
this.multiLine = false;
/**
* @property {boolean} autoUpperCase - Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters, so the default is true.
* @default
*/
this.autoUpperCase = true;
/**
* @property {number} customSpacingX - Adds horizontal spacing between each character of the font, in pixels.
* @default
*/
this.customSpacingX = 0;
/**
* @property {number} customSpacingY - Adds vertical spacing between each line of multi-line text, set in pixels.
* @default
*/
this.customSpacingY = 0;
/**
* If you need this BitmapFont image to have a fixed width you can set the width in this value.
* If text is wider than the width specified it will be cropped off.
* @property {number} fixedWidth
*/
this.fixedWidth = 0;
/**
* @property {HTMLImage} fontSet - A reference to the image stored in the Game.Cache that contains the font.
*/
this.fontSet = game.cache.getImage(key);
/**
* @property {string} _text - The text of the font image.
* @private
*/
this._text = '';
/**
* @property {array} grabData - An array of rects for faster character pasting.
* @private
*/
this.grabData = [];
// Now generate our rects for faster copying later on
var currentX = this.offsetX;
var currentY = this.offsetY;
var r = 0;
var data = new Phaser.FrameData();
for (var c = 0; c &lt; chars.length; c++)
{
var uuid = game.rnd.uuid();
var frame = data.addFrame(new Phaser.Frame(c, currentX, currentY, this.characterWidth, this.characterHeight, '', uuid));
this.grabData[chars.charCodeAt(c)] = frame.index;
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
x: currentX,
y: currentY,
width: this.characterWidth,
height: this.characterHeight
});
r++;
if (r == this.characterPerRow)
{
r = 0;
currentX = this.offsetX;
currentY += this.characterHeight + this.characterSpacingY;
}
else
{
currentX += this.characterWidth + this.characterSpacingX;
}
}
game.cache.updateFrameData(key, data);
this.stamp = new Phaser.Image(game, 0, 0, key, 0);
Phaser.RenderTexture.call(this, game);
/**
* @property {number} type - Base Phaser object type.
*/
this.type = Phaser.BITMAPFONT;
};
Phaser.BitmapFont.prototype = Object.create(Phaser.RenderTexture.prototype);
Phaser.BitmapFont.prototype.constructor = Phaser.BitmapFont;
/**
* Align each line of multi-line text to the left.
* @constant
* @type {string}
*/
Phaser.BitmapFont.ALIGN_LEFT = "left";
/**
* Align each line of multi-line text to the right.
* @constant
* @type {string}
*/
Phaser.BitmapFont.ALIGN_RIGHT = "right";
/**
* Align each line of multi-line text in the center.
* @constant
* @type {string}
*/
Phaser.BitmapFont.ALIGN_CENTER = "center";
/**
* Text Set 1 = !\"#$%&'()*+,-./0123456789:;&lt;=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET1 = " !\"#$%&'()*+,-./0123456789:;&lt;=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
/**
* Text Set 2 = !\"#$%&'()*+,-./0123456789:;&lt;=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET2 = " !\"#$%&'()*+,-./0123456789:;&lt;=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ";
/**
* Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET3 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 ";
/**
* Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET4 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789";
/**
* Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET5 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789";
/**
* Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.'
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET6 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.' ";
/**
* Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET7 = "AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39";
/**
* Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET8 = "0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ";
/**
* Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET9 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!";
/**
* Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET10 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
/**
* Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET11 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789";
/**
* If you need this FlxSprite to have a fixed width and custom alignment you can set the width here.&lt;br>
* If text is wider than the width specified it will be cropped off.
*
* @method Phaser.BitmapFont#setFixedWidth
* @memberof Phaser.BitmapFont
* @param {number} width - Width in pixels of this BitmapFont. Set to zero to disable and re-enable automatic resizing.
* @param {string} [lineAlignment='left'] - Align the text within this width. Set to BitmapFont.ALIGN_LEFT (default), BitmapFont.ALIGN_RIGHT or BitmapFont.ALIGN_CENTER.
*/
Phaser.BitmapFont.prototype.setFixedWidth = function (width, lineAlignment) {
if (typeof lineAlignment === 'undefined') { lineAlignment = 'left'; }
this.fixedWidth = width;
this.align = lineAlignment;
}
/**
* A helper function that quickly sets lots of variables at once, and then updates the text.
*
* @method Phaser.BitmapFont#setText
* @memberof Phaser.BitmapFont
* @param {string} content - The text of this sprite.
* @param {boolean} [multiLine=false] - Set to true if you want to support carriage-returns in the text and create a multi-line sprite instead of a single line.
* @param {number} [characterSpacing=0] - To add horizontal spacing between each character specify the amount in pixels.
* @param {number} [lineSpacing=0] - To add vertical spacing between each line of text, set the amount in pixels.
* @param {string} [lineAlignment='left'] - Align each line of multi-line text. Set to BitmapFont.ALIGN_LEFT, BitmapFont.ALIGN_RIGHT or BitmapFont.ALIGN_CENTER.
* @param {boolean} [allowLowerCase=false] - Lots of bitmap font sets only include upper-case characters, if yours needs to support lower case then set this to true.
*/
Phaser.BitmapFont.prototype.setText = function (content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase) {
this.multiLine = multiLine || false;
this.customSpacingX = characterSpacing || 0;
this.customSpacingY = lineSpacing || 0;
this.align = lineAlignment || 'left';
if (allowLowerCase)
{
this.autoUpperCase = false;
}
else
{
this.autoUpperCase = true;
}
if (content.length > 0)
{
this.text = content;
}
}
/**
* Over rides the default PIXI.RenderTexture resize event as we need our baseTexture resized as well.
*
* @method Phaser.BitmapFont#resize
* @memberof Phaser.BitmapFont
*/
Phaser.BitmapFont.prototype.resize = function (width, height) {
this.width = width;
this.height = height;
this.frame.width = this.width;
this.frame.height = this.height;
this.baseTexture.width = this.width;
this.baseTexture.height = this.height;
if (this.renderer.type === PIXI.WEBGL_RENDERER)
{
this.projection.x = this.width / 2;
this.projection.y = -this.height / 2;
var gl = this.renderer.gl;
gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTextures[gl.id]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
}
else
{
this.textureBuffer.resize(this.width, this.height);
}
PIXI.Texture.frameUpdates.push(this);
}
/**
* Updates the BitmapData of the Sprite with the text
*
* @method Phaser.BitmapFont#buildBitmapFontText
* @memberof Phaser.BitmapFont
*/
Phaser.BitmapFont.prototype.buildBitmapFontText = function () {
var cx = 0;
var cy = 0;
if (this.multiLine)
{
var lines = this._text.split("\n");
if (this.fixedWidth > 0)
{
this.resize(fixedWidth, (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY);
}
else
{
this.resize(this.getLongestLine() * (this.characterWidth + this.customSpacingX), (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY);
}
this.textureBuffer.clear();
// Loop through each line of text
for (var i = 0; i &lt; lines.length; i++)
{
// This line of text is held in lines[i] - need to work out the alignment
switch (this.align)
{
case Phaser.BitmapFont.ALIGN_LEFT:
cx = 0;
break;
case Phaser.BitmapFont.ALIGN_RIGHT:
cx = this.width - (lines[i].length * (this.characterWidth + this.customSpacingX));
break;
case Phaser.BitmapFont.ALIGN_CENTER:
cx = (this.width / 2) - ((lines[i].length * (this.characterWidth + this.customSpacingX)) / 2);
cx += this.customSpacingX / 2;
break;
}
// Sanity checks
if (cx &lt; 0)
{
cx = 0;
}
this.pasteLine(lines[i], cx, cy, this.customSpacingX);
cy += this.characterHeight + this.customSpacingY;
}
}
else
{
if (this.fixedWidth > 0)
{
this.resize(fixedWidth, this.characterHeight);
}
else
{
this.resize(this._text.length * (this.characterWidth + this.customSpacingX), this.characterHeight);
}
this.textureBuffer.clear();
switch (this.align)
{
case Phaser.BitmapFont.ALIGN_LEFT:
cx = 0;
break;
case Phaser.BitmapFont.ALIGN_RIGHT:
cx = this.width - (this._text.length * (this.characterWidth + this.customSpacingX));
break;
case Phaser.BitmapFont.ALIGN_CENTER:
cx = (this.width / 2) - ((this._text.length * (this.characterWidth + this.customSpacingX)) / 2);
cx += this.customSpacingX / 2;
break;
}
this.pasteLine(this._text, cx, 0, this.customSpacingX);
}
}
/**
* Internal function that takes a single line of text (2nd parameter) and pastes it into the BitmapData at the given coordinates.
* Used by getLine and getMultiLine
*
* @method Phaser.BitmapFont#buildBitmapFontText
* @memberof Phaser.BitmapFont
* @param {string} line - The single line of text to paste.
* @param {number} x - The x coordinate.
* @param {number} y - The y coordinate.
* @param {number} customSpacingX - Custom X spacing.
*/
Phaser.BitmapFont.prototype.pasteLine = function (line, x, y, customSpacingX) {
var p = new Phaser.Point();
for (var c = 0; c &lt; line.length; c++)
{
// If it's a space then there is no point copying, so leave a blank space
if (line.charAt(c) == " ")
{
x += this.characterWidth + this.customSpacingX;
}
else
{
// If the character doesn't exist in the font then we don't want a blank space, we just want to skip it
if (this.grabData[line.charCodeAt(c)] >= 0)
{
this.stamp.frame = this.grabData[line.charCodeAt(c)];
p.set(x, y);
this.render(this.stamp, p, false);
x += this.characterWidth + this.customSpacingX;
if (x > this.width)
{
break;
}
}
}
}
}
/**
* Works out the longest line of text in _text and returns its length
*
* @method Phaser.BitmapFont#getLongestLine
* @memberof Phaser.BitmapFont
* @return {number} The length of the longest line of text.
*/
Phaser.BitmapFont.prototype.getLongestLine = function () {
var longestLine = 0;
if (this._text.length > 0)
{
var lines = this._text.split("\n");
for (var i = 0; i &lt; lines.length; i++)
{
if (lines[i].length > longestLine)
{
longestLine = lines[i].length;
}
}
}
return longestLine;
}
/**
* Internal helper function that removes all unsupported characters from the _text String, leaving only characters contained in the font set.
*
* @method Phaser.BitmapFont#removeUnsupportedCharacters
* @memberof Phaser.BitmapFont
* @protected
* @param {boolean} [stripCR=true] - Should it strip carriage returns as well?
* @return {string} A clean version of the string.
*/
Phaser.BitmapFont.prototype.removeUnsupportedCharacters = function (stripCR) {
var newString = "";
for (var c = 0; c &lt; this._text.length; c++)
{
var char = this._text[c];
var code = char.charCodeAt(0);
if (this.grabData[code] >= 0 || (!stripCR && char === "\n"))
{
newString = newString.concat(char);
}
}
return newString;
}
/**
* @name Phaser.BitmapText#text
* @property {string} text - Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true.
*/
Object.defineProperty(Phaser.BitmapFont.prototype, "text", {
get: function () {
return this._text;
},
set: function (value) {
var newText;
if (this.autoUpperCase)
{
newText = value.toUpperCase();
}
else
{
newText = value;
}
if (newText !== this._text)
{
this._text = newText;
this.removeUnsupportedCharacters(this.multiLine);
this.buildBitmapFontText();
}
}
});
</pre>
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