phaser/src/gameobjects/bitmaptext/dynamic/DynamicBitmapTextCreator.js

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2018-02-12 16:01:20 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var BitmapText = require('./DynamicBitmapText');
var BuildGameObject = require('../../BuildGameObject');
var GameObjectCreator = require('../../GameObjectCreator');
var GetAdvancedValue = require('../../../utils/object/GetAdvancedValue');
/**
* @typedef {object} BitmapTextConfig
* @extends GameObjectConfig
*
* @property {string} [font=''] - The key of the font to use from the BitmapFont cache.
* @property {string} [text=''] - The string, or array of strings, to be set as the content of this Bitmap Text.
* @property {(number|false)} [size=false] - The font size to set.
*/
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/**
* Creates a new Dynamic Bitmap Text Game Object and returns it.
*
* Note: This method will only be available if the Dynamic Bitmap Text Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#dynamicBitmapText
* @since 3.0.0
*²
* @param {BitmapTextConfig} config - The configuration object this Game Object will use to create itself.
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
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*
* @return {Phaser.GameObjects.DynamicBitmapText} The Game Object that was created.
*/
GameObjectCreator.register('dynamicBitmapText', function (config, addToScene)
{
if (config === undefined) { config = {}; }
var font = GetAdvancedValue(config, 'font', '');
var text = GetAdvancedValue(config, 'text', '');
var size = GetAdvancedValue(config, 'size', false);
var bitmapText = new BitmapText(this.scene, 0, 0, font, text, size);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, bitmapText, config);
return bitmapText;
});
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// When registering a factory function 'this' refers to the GameObjectCreator context.