mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
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:
parent
0acdf4373f
commit
d6f5aabb7e
1 changed files with 15 additions and 15 deletions
|
@ -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(' ');
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue