phaser/src/gameobjects/BitmapText.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2014-02-05 05:54:25 +00:00
* @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.
*
* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
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*
* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
*
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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.
* @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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*/
Phaser.BitmapText = function (game, x, y, font, text, size) {
x = x || 0;
y = y || 0;
font = font || '';
text = text || '';
size = size || 32;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
this.exists = true;
/**
* @property {string} name - The user defined name given to this BitmapText.
* @default
*/
this.name = '';
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/**
* @property {number} type - The const type of this object.
* @readonly
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*/
this.type = Phaser.BITMAPTEXT;
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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);
/**
* An object that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
* @property {boolean} fixedToCamera - Fixes this object to the Camera.
* @default
*/
this.fixedToCamera = false;
/**
* @property {string} _text - Internal cache var.
* @private
*/
this._text = text;
/**
* @property {string} _font - Internal cache var.
* @private
*/
this._font = font;
/**
* @property {number} _fontSize - Internal cache var.
* @private
*/
this._fontSize = size;
/**
* @property {string} _align - Internal cache var.
* @private
*/
this._align = 'left';
/**
* @property {number} _tint - Internal cache var.
* @private
*/
this._tint = 0xFFFFFF;
/**
* @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);
/**
* @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;
PIXI.BitmapText.call(this, text);
this.position.set(x, y);
};
Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
/**
* Set the style of the text
* style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously)
* [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
*
* @method setStyle
* @param style {Object} The style parameters, contained as properties of an object
*/
Phaser.BitmapText.prototype.setStyle = function() {
this.style = { align: this._align };
this.fontName = this._font;
this.fontSize = this._fontSize;
this.dirty = true;
};
/**
* Automatically called by World.preUpdate.
* @method Phaser.BitmapText.prototype.preUpdate
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*/
Phaser.BitmapText.prototype.preUpdate = function () {
if (!this.exists || !this.parent.exists)
{
// Reset the renderOrderID
return false;
}
this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
}
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.BitmapText#update
* @memberof Phaser.BitmapText
*/
Phaser.BitmapText.prototype.update = function() {
}
/**
* Automatically called by World.postUpdate.
* @method Phaser.BitmapText.prototype.postUpdate
*/
Phaser.BitmapText.prototype.postUpdate = function () {
if (this.exists)
{
if (this.fixedToCamera)
{
// this.position.x = this.game.camera.view.x + this.x;
// this.position.y = this.game.camera.view.y + this.y;
}
}
}
/**
* @method Phaser.BitmapText.prototype.destroy
*/
Phaser.BitmapText.prototype.destroy = function() {
if (this.filters)
{
this.filters = null;
}
if (this.parent)
{
this.parent.remove(this);
}
this.exists = false;
this.visible = false;
this.game = null;
if (this.children.length > 0)
{
do
{
this.removeChild(this.children[0]);
}
while (this.children.length > 0);
}
}
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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.dirty = true;
}
}
});
/**
* @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.
* 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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*/
Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', {
get: function() {
return this._fontSize;
},
set: function(value) {
value = parseInt(value);
if (value !== this._fontSize)
{
this._fontSize = value;
this.style.font = this._fontSize + "px '" + this._font + "'";
this.dirty = true;
}
}
});
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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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*/
Object.defineProperty(Phaser.BitmapText.prototype, 'text', {
get: function() {
return this._text;
},
set: function(value) {
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", {
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();
}
}
}
});