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Minor documentation fix for BitmapText.getTextBounds().
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1 changed files with 16 additions and 16 deletions
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@ -172,13 +172,13 @@ var BitmapText = new Class({
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* Controls the alignment of each line of text in this BitmapText object.
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* Only has any effect when this BitmapText contains multiple lines of text, split with carriage-returns.
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* Has no effect with single-lines of text.
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*
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*
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* See the methods `setLeftAlign`, `setCenterAlign` and `setRightAlign`.
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*
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*
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* 0 = Left aligned (default)
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* 1 = Middle aligned
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* 2 = Right aligned
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*
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*
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* The alignment position is based on the longest line of text.
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*
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* @name Phaser.GameObjects.BitmapText#_align
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@ -357,8 +357,8 @@ var BitmapText = new Class({
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* Local size is based on just the font size and a [0, 0] position.
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*
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* Global size takes into account the Game Object's scale, world position and display origin.
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*
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* Also in the object is data each the length of each line, should this be a multi-line BitmapText.
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*
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* Also in the object is data regarding the length of each line, should this be a multi-line BitmapText.
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*
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* @method Phaser.GameObjects.BitmapText#getTextBounds
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* @since 3.0.0
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@ -383,7 +383,7 @@ var BitmapText = new Class({
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/**
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* Changes the font this BitmapText is using to render.
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*
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*
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* The new texture is loaded and applied to the BitmapText. The existing test, size and alignment are preserved,
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* unless overridden via the arguments.
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*
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@ -423,16 +423,16 @@ var BitmapText = new Class({
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/**
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* Controls the alignment of each line of text in this BitmapText object.
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*
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*
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* Only has any effect when this BitmapText contains multiple lines of text, split with carriage-returns.
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* Has no effect with single-lines of text.
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*
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*
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* See the methods `setLeftAlign`, `setCenterAlign` and `setRightAlign`.
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*
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*
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* 0 = Left aligned (default)
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* 1 = Middle aligned
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* 2 = Right aligned
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*
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*
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* The alignment position is based on the longest line of text.
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*
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* @name Phaser.GameObjects.BitmapText#align
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@ -456,7 +456,7 @@ var BitmapText = new Class({
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/**
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* The text that this Bitmap Text object displays.
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*
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*
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* You can also use the method `setText` if you want a chainable way to change the text content.
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*
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* @name Phaser.GameObjects.BitmapText#text
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@ -479,7 +479,7 @@ var BitmapText = new Class({
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/**
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* The font size of this Bitmap Text.
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*
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*
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* You can also use the method `setFontSize` if you want a chainable way to change the font size.
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*
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* @name Phaser.GameObjects.BitmapText#fontSize
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@ -505,7 +505,7 @@ var BitmapText = new Class({
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* Adds / Removes spacing between characters.
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*
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* Can be a negative or positive number.
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*
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*
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* You can also use the method `setLetterSpacing` if you want a chainable way to change the letter spacing.
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*
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* @name Phaser.GameObjects.BitmapText#letterSpacing
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@ -596,7 +596,7 @@ var BitmapText = new Class({
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/**
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* Left align the text characters in a multi-line BitmapText object.
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*
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*
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* @name Phaser.GameObjects.BitmapText.ALIGN_LEFT
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* @type {integer}
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* @since 3.11.0
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@ -605,7 +605,7 @@ BitmapText.ALIGN_LEFT = 0;
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/**
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* Center align the text characters in a multi-line BitmapText object.
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*
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*
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* @name Phaser.GameObjects.BitmapText.ALIGN_CENTER
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* @type {integer}
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* @since 3.11.0
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@ -614,7 +614,7 @@ BitmapText.ALIGN_CENTER = 1;
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/**
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* Right align the text characters in a multi-line BitmapText object.
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*
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*
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* @name Phaser.GameObjects.BitmapText.ALIGN_RIGHT
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* @type {integer}
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* @since 3.11.0
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