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https://github.com/photonstorm/phaser
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BitmapText.getCharacterAt
is a new method that will return the character data from the BitmapText at the given x
and y
corodinates. The character data includes the code, position, dimensions and glyph information.
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1 changed files with 8 additions and 14 deletions
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@ -387,15 +387,17 @@ var BitmapText = new Class({
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* Gets the character located at the given x/y coordinate within this Bitmap Text.
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* Gets the character located at the given x/y coordinate within this Bitmap Text.
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*
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*
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* The coordinates you pass in are translated into the local space of the
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* The coordinates you pass in are translated into the local space of the
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* Bitmap Text, however, it is up to you to first translate the input coordinates.
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* Bitmap Text, however, it is up to you to first translate the input coordinates to world space.
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*
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*
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* If you wish to use this in combination with an input event, be sure
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* If you wish to use this in combination with an input event, be sure
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* to pass in `Pointer.worldX` and `worldY` so they are transformed into
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* to pass in `Pointer.worldX` and `worldY` so they are in world space.
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* camera space.
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*
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*
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* In some cases, based on kerning, characters can overlap. When this happens,
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* In some cases, based on kerning, characters can overlap. When this happens,
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* the first character in the word is returned.
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* the first character in the word is returned.
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*
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*
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* Note that this does not work for DynamicBitmapText if you have changed the
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* character positions during render. It will only scan characters in their un-translated state.
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*
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* @method Phaser.GameObjects.BitmapText#getCharacterAt
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* @method Phaser.GameObjects.BitmapText#getCharacterAt
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* @since 3.25.0
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* @since 3.25.0
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*
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*
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@ -403,19 +405,11 @@ var BitmapText = new Class({
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* @param {number} y - The y position to check.
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* @param {number} y - The y position to check.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera which is being tested against. If not given will use the Scene default camera.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera which is being tested against. If not given will use the Scene default camera.
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*
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*
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* @return {Phaser.Types.GameObjects.BitmapText.BitmapTextCharacter} The character at the given position, or `null`.
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* @return {Phaser.Types.GameObjects.BitmapText.BitmapTextCharacter} The character object at the given position, or `null`.
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*/
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*/
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getCharacterAt: function (x, y, camera)
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getCharacterAt: function (x, y, camera)
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{
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{
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if (camera === undefined) { camera = this.scene.sys.cameras.main; }
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var point = this.getLocalPoint(x, y, null, camera);
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var csx = camera.scrollX;
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var csy = camera.scrollY;
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var px = x + (csx * this.scrollFactorX) - csx;
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var py = y + (csy * this.scrollFactorY) - csy;
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var point = this.getWorldTransformMatrix().applyInverse(px, py);
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var bounds = this.getTextBounds(true);
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var bounds = this.getTextBounds(true);
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@ -785,9 +779,9 @@ BitmapText.ParseFromAtlas = ParseFromAtlas;
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* @since 3.17.0
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* @since 3.17.0
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*
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*
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* @param {XMLDocument} xml - The XML Document to parse the font from.
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* @param {XMLDocument} xml - The XML Document to parse the font from.
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* @param {Phaser.Textures.Frame} frame - The texture frame to take into account when creating the uv data.
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* @param {integer} [xSpacing=0] - The x-axis spacing to add between each letter.
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* @param {integer} [xSpacing=0] - The x-axis spacing to add between each letter.
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* @param {integer} [ySpacing=0] - The y-axis spacing to add to the line height.
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* @param {integer} [ySpacing=0] - The y-axis spacing to add to the line height.
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* @param {Phaser.Textures.Frame} [frame] - The texture frame to take into account while parsing.
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*
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*
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* @return {Phaser.Types.GameObjects.BitmapText.BitmapFontData} The parsed Bitmap Font data.
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* @return {Phaser.Types.GameObjects.BitmapText.BitmapFontData} The parsed Bitmap Font data.
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*/
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*/
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