diff --git a/Gruntfile.js b/Gruntfile.js
index a16936a57..34754257f 100644
--- a/Gruntfile.js
+++ b/Gruntfile.js
@@ -96,6 +96,7 @@ module.exports = function (grunt) {
'src/gameobjects/Graphics.js',
'src/gameobjects/RenderTexture.js',
'src/gameobjects/SpriteBatch.js',
+ 'src/gameobjects/BitmapFont.js',
'src/system/Canvas.js',
'src/system/StageScaleMode.js',
diff --git a/README.md b/README.md
index acae533ca..890d5ba63 100644
--- a/README.md
+++ b/README.md
@@ -109,6 +109,7 @@ New features:
* BitmapText now uses the new XML parser which should work under CocoonJS without clashes.
* BitmapText signature changed so you can support fonts with spaces in their names.
* Loader.bitmapFont now has 2 extra parameters: xSpacing and ySpacing. These allow you to add extra spacing to each letter or line of the font.
+* Added the new BitmapFont class. This is for rendering retro style fixed-width bitmap fonts into an Image object.
Updates:
diff --git a/build/config.php b/build/config.php
index e17e25682..47a2e7144 100644
--- a/build/config.php
+++ b/build/config.php
@@ -142,6 +142,7 @@
+
diff --git a/examples/wip/bitmaptext1.js b/examples/wip/bitmaptext1.js
index 46f086996..9589d16e7 100644
--- a/examples/wip/bitmaptext1.js
+++ b/examples/wip/bitmaptext1.js
@@ -24,7 +24,6 @@ function create() {
function change() {
text.align = 'center';
-
text2.tint = Math.random() * 0xFFFFFF;
}
diff --git a/examples/wip/bitmaptext2.js b/examples/wip/bitmaptext2.js
new file mode 100644
index 000000000..441b2010d
--- /dev/null
+++ b/examples/wip/bitmaptext2.js
@@ -0,0 +1,41 @@
+
+var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
+
+function preload() {
+
+ game.load.image('font', 'assets/fonts/gold_font.png');
+
+}
+
+var font;
+
+function create() {
+
+ // text = game.add.bitmapText(100, 100, 'carrier', 'Phaser and Pixi\nrocking!', 32);
+
+ font = new Phaser.BitmapFont(game, 'font', 16, 16, "! :() ,?." + Phaser.BitmapFont.TEXT_SET10, 20, 0, 0);
+
+ font.text = "using bitmap fonts rocks";
+
+ game.world.add(font);
+
+ // font = new FlxBitmapFont(AssetsRegistry.goldFontPNG, 16, 16, "! :() ,?." + FlxBitmapFont.TEXT_SET10, 20, 0, 0);
+ // font.setText("using bitmap fonts\nin flixel is", true, 0, 8, FlxBitmapFont.ALIGN_CENTER, false);
+
+
+ // game.input.onDown.add(change, this);
+
+}
+
+function change() {
+
+ // text.align = 'center';
+ // text2.tint = Math.random() * 0xFFFFFF;
+
+}
+
+function update() {
+
+ // text.text = 'Phaser & Pixi\nrocking!\n' + Math.round(game.time.now);
+
+}
diff --git a/src/Phaser.js b/src/Phaser.js
index 14074f21f..43eeaf5cd 100644
--- a/src/Phaser.js
+++ b/src/Phaser.js
@@ -35,7 +35,8 @@ var Phaser = Phaser || {
CANVAS_FILTER: 14,
WEBGL_FILTER: 15,
ELLIPSE: 16,
- SPRITEBATCH: 16,
+ SPRITEBATCH: 17,
+ BITMAPFONT: 18,
NONE: 0,
LEFT: 1,
diff --git a/src/gameobjects/BitmapData.js b/src/gameobjects/BitmapData.js
index 576addcf6..149cf9b81 100644
--- a/src/gameobjects/BitmapData.js
+++ b/src/gameobjects/BitmapData.js
@@ -144,6 +144,27 @@ Phaser.BitmapData.prototype = {
},
+ /**
+ * Resizes the BitmapData.
+ * @method Phaser.BitmapData#resize
+ */
+ resize: function (width, height) {
+
+ if (width !== this.width || height !== this.height)
+ {
+ this.width = width;
+ this.height = height;
+ this.canvas.width = width;
+ this.canvas.height = height;
+ this.textureFrame.width = width;
+ this.textureFrame.height = height;
+ this.imageData = this.context.getImageData(0, 0, width, height);
+ }
+
+ this._dirty = true;
+
+ },
+
refreshBuffer: function () {
this.imageData = this.context.getImageData(0, 0, this.width, this.height);
@@ -246,6 +267,12 @@ Phaser.BitmapData.prototype = {
},
+ copyPixels: function (source, area, destX, destY) {
+
+ this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
+
+ },
+
/**
* If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
* This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.
diff --git a/src/gameobjects/BitmapFont.js b/src/gameobjects/BitmapFont.js
new file mode 100644
index 000000000..5ea05215d
--- /dev/null
+++ b/src/gameobjects/BitmapFont.js
@@ -0,0 +1,520 @@
+/**
+* @author Richard Davey
+* @copyright 2014 Photon Storm Ltd.
+* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
+*/
+
+/**
+* @class Phaser.BitmapFont
+* @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;
+
+ for (var c = 0; c < chars.length; c++)
+ {
+ // The rect is hooked to the ASCII value of the character
+ this.grabData[chars.charCodeAt(c)] = new Phaser.Rectangle(currentX, currentY, this.characterWidth, this.characterHeight);
+
+ r++;
+
+ if (r == this.characterPerRow)
+ {
+ r = 0;
+ currentX = this.offsetX;
+ currentY += this.characterHeight + this.characterSpacingY;
+ }
+ else
+ {
+ currentX += this.characterWidth + this.characterSpacingX;
+ }
+ }
+
+ /**
+ * @property {Phaser.BitmapData} bmd - The internal BitmapData to which the font is rendered.
+ */
+ this.bmd = new Phaser.BitmapData(game, this.characterWidth, this.characterHeight);
+
+ Phaser.Image.call(this, game, 0, 0, this.bmd);
+
+ /**
+ * @property {number} type - Base Phaser object type.
+ */
+ this.type = Phaser.BITMAPFONT;
+
+};
+
+Phaser.BitmapFont.prototype = Object.create(Phaser.Image.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:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
+* @constant
+* @type {string}
+*/
+Phaser.BitmapFont.TEXT_SET1 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
+
+/**
+* Text Set 2 = !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ
+* @constant
+* @type {string}
+*/
+Phaser.BitmapFont.TEXT_SET2 = " !\"#$%&'()*+,-./0123456789:;<=>?@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.
+* 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.setFixedWidth = 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;
+ }
+
+}
+
+/**
+* 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.bmd.resize(fixedWidth, (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY);
+ }
+ else
+ {
+ this.bmd.resize(this.getLongestLine() * (this.characterWidth + this.customSpacingX), (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY);
+ }
+
+ // Loop through each line of text
+ for (var i = 0; i < 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.bmd.width - (lines[i].length * (this.characterWidth + this.customSpacingX));
+ break;
+
+ case Phaser.BitmapFont.ALIGN_CENTER:
+ cx = (this.bmd.width / 2) - ((lines[i].length * (this.characterWidth + this.customSpacingX)) / 2);
+ cx += this.customSpacingX / 2;
+ break;
+ }
+
+ // Sanity checks
+ if (cx < 0)
+ {
+ cx = 0;
+ }
+
+ this.pasteLine(lines[i], cx, cy, this.customSpacingX);
+
+ cy += this.characterHeight + this.customSpacingY;
+ }
+ }
+ else
+ {
+ if (this.fixedWidth > 0)
+ {
+ this.bmd.resize(fixedWidth, this.characterHeight);
+ }
+ else
+ {
+ this.bmd.resize(this._text.length * (this.characterWidth + this.customSpacingX), this.characterHeight);
+ }
+
+ switch (this.align)
+ {
+ case Phaser.BitmapFont.ALIGN_LEFT:
+ cx = 0;
+ break;
+
+ case Phaser.BitmapFont.ALIGN_RIGHT:
+ cx = this.bmd.width - (this._text.length * (this.characterWidth + this.customSpacingX));
+ break;
+
+ case Phaser.BitmapFont.ALIGN_CENTER:
+ cx = (this.bmd.width / 2) - ((this._text.length * (this.characterWidth + this.customSpacingX)) / 2);
+ cx += this.customSpacingX / 2;
+ break;
+ }
+
+ this.pasteLine(this._text, cx, 0, this.customSpacingX);
+ }
+
+ this.bmd.render();
+
+ this.width = this.bmd.width;
+ this.height = this.bmd.height;
+
+}
+
+/**
+* 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) {
+
+ for (var c = 0; c < 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)])
+ {
+ this.bmd.copyPixels(this.fontSet, this.grabData[line.charCodeAt(c)], x, y);
+
+ x += this.characterWidth + this.customSpacingX;
+
+ if (x > this.bmd.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 < 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 < this._text.length; c++)
+ {
+ if (this.grabData[this._text.charCodeAt(c)] || this._text.charCodeAt(c) == 32 || (!stripCR && this._text.charAt(c) === "\n"))
+ {
+ newString = newString.concat(this._text.charAt(c));
+ }
+ }
+
+ 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();
+ }
+
+ }
+
+});
diff --git a/src/gameobjects/BitmapText.js b/src/gameobjects/BitmapText.js
index 00a83cd4c..2424f64d5 100644
--- a/src/gameobjects/BitmapText.js
+++ b/src/gameobjects/BitmapText.js
@@ -116,13 +116,9 @@ 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
- */
+* @method setStyle
+* @private
+*/
Phaser.BitmapText.prototype.setStyle = function() {
this.style = { align: this._align };
@@ -220,7 +216,7 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'align', {
if (value !== this._align)
{
this._align = value;
- this.dirty = true;
+ this.setStyle();
}
}