2013-09-03 05:02:47 +00:00
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Phaser.Text = function (game, x, y, text, style) {
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x = x || 0;
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y = y || 0;
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text = text || '';
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style = style || '';
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2013-09-17 15:28:59 +00:00
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// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
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this.exists = true;
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// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
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this.alive = true;
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2013-09-13 04:44:04 +00:00
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2013-09-17 15:28:59 +00:00
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this.group = null;
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2013-09-03 05:02:47 +00:00
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2013-09-17 15:28:59 +00:00
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this.name = '';
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2013-09-03 05:02:47 +00:00
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2013-09-17 15:28:59 +00:00
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this.game = game;
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2013-09-03 05:02:47 +00:00
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2013-09-20 12:55:33 +00:00
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this._text = text;
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this._style = style;
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2013-09-17 15:28:59 +00:00
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PIXI.Text.call(this, text, style);
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2013-09-03 05:02:47 +00:00
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2013-09-12 20:54:41 +00:00
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this.type = Phaser.TEXT;
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2013-09-19 06:57:19 +00:00
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this.position.x = this.x = x;
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this.position.y = this.y = y;
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2013-09-17 15:28:59 +00:00
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// Replaces the PIXI.Point with a slightly more flexible one
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this.anchor = new Phaser.Point();
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this.scale = new Phaser.Point(1, 1);
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// Influence of camera movement upon the position
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this.scrollFactor = new Phaser.Point(1, 1);
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// A mini cache for storing all of the calculated values
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this._cache = {
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dirty: false,
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// Transform cache
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a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
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// The previous calculated position inc. camera x/y and scrollFactor
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x: -1, y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1, scaleY: 1
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};
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this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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this.renderable = true;
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2013-09-03 05:02:47 +00:00
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};
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2013-09-17 15:28:59 +00:00
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Phaser.Text.prototype = Object.create(PIXI.Text.prototype);
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2013-09-03 05:02:47 +00:00
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Phaser.Text.prototype.constructor = Phaser.Text;
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2013-09-17 15:28:59 +00:00
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// Automatically called by World.update
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Phaser.Text.prototype.update = function() {
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if (!this.exists)
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{
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return;
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}
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this._cache.dirty = false;
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this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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{
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this.position.x = this._cache.x;
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this.position.y = this._cache.y;
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this._cache.dirty = true;
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}
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}
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Object.defineProperty(Phaser.Text.prototype, 'angle', {
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get: function() {
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return Phaser.Math.radToDeg(this.rotation);
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},
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set: function(value) {
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this.rotation = Phaser.Math.degToRad(value);
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}
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});
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2013-09-27 08:57:08 +00:00
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Object.defineProperty(Phaser.Text.prototype, 'content', {
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2013-09-20 12:55:33 +00:00
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get: function() {
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return this._text;
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},
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set: function(value) {
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// Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws
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if (value !== this._text)
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{
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this._text = value;
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2013-09-27 08:57:08 +00:00
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this.setText(value);
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2013-09-20 12:55:33 +00:00
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}
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}
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});
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2013-09-27 08:57:08 +00:00
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Object.defineProperty(Phaser.Text.prototype, 'font', {
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2013-09-20 12:55:33 +00:00
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get: function() {
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return this._style;
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},
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set: function(value) {
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// Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws
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if (value !== this._style)
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{
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this._style = value;
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2013-09-27 08:57:08 +00:00
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this.setStyle(value);
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2013-09-20 12:55:33 +00:00
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}
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}
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});
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