The TextStyle.resolution property is no longer read from the Game Config. You can still set it via the Text Style config to a value other than 1, but it will default to this now.

This commit is contained in:
Richard Davey 2020-09-12 11:55:06 +01:00
parent 0acdf4373f
commit d6f5aabb7e

View file

@ -19,11 +19,11 @@ var TextStyle = require('../TextStyle');
/**
* @classdesc
* A Text Game Object.
*
*
* Text objects work by creating their own internal hidden Canvas and then renders text to it using
* the standard Canvas `fillText` API. It then creates a texture from this canvas which is rendered
* to your game during the render pass.
*
*
* Because it uses the Canvas API you can take advantage of all the features this offers, such as
* applying gradient fills to the text, or strokes, shadows and more. You can also use custom fonts
* loaded externally, such as Google or TypeKit Web fonts.
@ -46,7 +46,7 @@ var TextStyle = require('../TextStyle');
*
* See {@link http://www.jordanm.co.uk/tinytype this compatibility table} for the available default fonts
* across mobile browsers.
*
*
* A note on performance: Every time the contents of a Text object changes, i.e. changing the text being
* displayed, or the style of the text, it needs to remake the Text canvas, and if on WebGL, re-upload the
* new texture to the GPU. This can be an expensive operation if used often, or with large quantities of
@ -220,7 +220,7 @@ var Text = new Class({
* The line spacing value.
* This value is added to the font height to calculate the overall line height.
* Only has an effect if this Text object contains multiple lines of text.
*
*
* If you update this property directly, instead of using the `setLineSpacing` method, then
* be sure to call `updateText` after, or you won't see the change reflected in the Text object.
*
@ -240,10 +240,10 @@ var Text = new Class({
*/
this.dirty = false;
// If resolution wasn't set, then we get it from the game config
// If resolution wasn't set, force it to 1
if (this.style.resolution === 0)
{
this.style.resolution = scene.sys.game.config.resolution;
this.style.resolution = 1;
}
/**
@ -680,10 +680,10 @@ var Text = new Class({
* ```javascript
* Text.setFont('"Press Start 2P"');
* ```
*
*
* Equally, if you wish to provide a list of fallback fonts, then you should ensure they are all
* quoted properly, too:
*
*
* ```javascript
* Text.setFont('Georgia, "Goudy Bookletter 1911", Times, serif');
* ```
@ -951,9 +951,9 @@ var Text = new Class({
/**
* Set the alignment of the text in this Text object.
*
*
* The argument can be one of: `left`, `right`, `center` or `justify`.
*
*
* Alignment only works if the Text object has more than one line of text.
*
* @method Phaser.GameObjects.Text#setAlign
@ -973,10 +973,10 @@ var Text = new Class({
*
* By default it will be set to match the resolution set in the Game Config,
* but you can override it via this method, or by specifying it in the Text style configuration object.
*
*
* It allows for much clearer text on High DPI devices, at the cost of memory because it uses larger
* internal Canvas textures for the Text.
*
*
* Therefore, please use with caution, as the more high res Text you have, the more memory it uses.
*
* @method Phaser.GameObjects.Text#setResolution
@ -1233,9 +1233,9 @@ var Text = new Class({
var spaceSize = context.measureText(' ').width;
var trimmedLine = lines[i].trim();
var array = trimmedLine.split(' ');
extraSpace += (lines[i].length - trimmedLine.length) * spaceSize;
var extraSpaceCharacters = Math.floor(extraSpace / spaceSize);
var idx = 0;
@ -1245,7 +1245,7 @@ var Text = new Class({
idx = (idx + 1) % (array.length - 1 || 1);
--extraSpaceCharacters;
}
lines[i] = array.join(' ');
}
}