Richard Davey
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408a545aac
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BitmapTextWord , BitmapTextCharacter and BitmapTextLines are three new type defs that are now part of the BitmapTextSize config object, as returned by getTextBounds . This improves the TypeScript defs and JS Docs for this object.
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2020-07-30 15:24:49 +01:00 |
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Richard Davey
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286be7df49
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The GetBitmapTextSize and BitmapText.getTextBounds functions have a new boolean parameter includeChars . When set to true it will include a characters array in the returned bounds object that contains the scaled position coordinates of each character in the BitmapText, which you could use for tasks such as determining which character of the object was clicked.
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2020-07-30 15:14:25 +01:00 |
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Richard Davey
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cc3d3f7da3
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The GetBitmapTextSize function used Math.round on the values, if the round parameter was true , which didn't create integers. It now uses Math.ceil instead to give integer results.
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2020-07-30 14:47:31 +01:00 |
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Richard Davey
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841389628e
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The BitmapText.getTextBounds method was being called every frame, even if the bounds didn't change, potentially costing a lot of CPU depending on the text length and quantity of them. It now only updates the bounds if they change.
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2020-07-30 14:46:32 +01:00 |
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Richard Davey
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6c9a5f62a6
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Uses setGameObject to support Light2D
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2020-07-16 15:15:48 +01:00 |
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Richard Davey
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a21641e19b
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The Dynamic Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
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2020-07-15 16:54:04 +01:00 |
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Richard Davey
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50f10b3d4b
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The Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
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2020-07-15 16:53:48 +01:00 |
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Richard Davey
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dc13060042
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Fixed namespace
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2020-07-14 09:45:37 +01:00 |
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Richard Davey
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40929a57e3
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Calling getTextBounds on a BitmapText object would return the incorrect values if the origin had been changed, but the text itself had not, as it was using out of date dimensions. Changing the origin now automatically triggers BitmapText to be dirty, forcing the bounds to be refreshed. Fix #5121
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2020-07-13 14:06:06 +01:00 |
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Jason Kwok
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401cb81590
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Fixed this return type for Phaser.GameObjects.DynamicBitmapText
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2020-01-26 20:16:18 +08:00 |
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Richard Davey
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ff65e69cd1
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Changed copyright date to 2020
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2020-01-15 12:07:09 +00:00 |
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Javier García Álvarez
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9d418eae73
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Fixed jsdoc types to get TS definition intellisense.
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2019-12-18 12:25:14 +01:00 |
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Javier García Álvarez
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e1d288a834
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Add optional params to ParseFromAtlas doc
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2019-12-18 12:22:30 +01:00 |
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Richard Davey
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7650c5535f
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BitmapText with a maxWidth set wouldn't update the text correctly if it was modified post-creation. You can now update the text and/or width independantly and it'll update correctly. Fix #4881
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2019-11-26 14:31:27 +00:00 |
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Richard Davey
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4a33c7b5c8
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Don't reset text
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2019-11-22 16:43:13 +00:00 |
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Richard Davey
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a7b3cd585d
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Tidying up
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2019-11-22 16:42:53 +00:00 |
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Richard Davey
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0d46c7107a
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Fixed issue with carriage-returns not reflowing text
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2019-11-22 16:42:43 +00:00 |
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Richard Davey
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4435791cc1
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Updated to use current null approach
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2019-11-22 13:54:07 +00:00 |
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Richard Davey
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28982fb7fc
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Fixed word wrapping
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2019-11-22 13:48:10 +00:00 |
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Richard Davey
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b297950875
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Added wordWrapCharCode
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2019-11-22 13:48:01 +00:00 |
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Richard Davey
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5b1401153c
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Working through BitmapText wrapping
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2019-11-21 17:11:43 +00:00 |
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Richard Davey
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c60530eedd
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Removed commented-out code
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2019-10-11 18:35:27 +01:00 |
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Richard Davey
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be02c80be9
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Origin and canvas renderer work again now. Fix #4108
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2019-10-01 17:43:47 +01:00 |
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Richard Davey
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c91ed91ce3
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License link update
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2019-05-10 16:15:04 +01:00 |
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Richard Davey
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b09ddc9048
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GameObject Types
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2019-05-09 12:01:00 +01:00 |
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Richard Davey
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a51a81791f
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Bitmap Text Types
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2019-05-09 11:54:43 +01:00 |
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J.C
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b6047df1b5
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flag which version has this method
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2019-04-30 23:29:28 +08:00 |
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J.C
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8c3de0897e
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expose ParseXMLBitmapFont for combined XML font file
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2019-04-30 19:31:47 +08:00 |
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Richard Davey
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e017691c68
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The ScaleMode Component has been removed from every Game Object, and along with it the scaleMode property and setScaleMode method. These did nothing anyway as they were not hooked to the render pipeline and scale mode should be set on the texture, not the Game Object. Fix #4413
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2019-03-24 23:07:27 +00:00 |
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Richard Davey
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e7b1d086e7
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Moving all of the typedefs to properly namespaced scopes, rather than globals
\o/ ~ "Someone, save me!"
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2019-02-13 12:35:12 +00:00 |
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Richard Davey
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4e817497d4
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Namespace fixes
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2019-02-12 12:48:41 +00:00 |
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J.C
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cb0f3e079c
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add doc for the static method. BTW: have to admit that Phaser is absolutely well considered, even for such case that user probably make all BMFont atlas combined into one.
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2019-01-25 11:02:38 +08:00 |
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Richard Davey
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aa341854c7
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Happy New Year
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2019-01-15 16:20:22 +00:00 |
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Richard Davey
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5c6d1cbe17
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Merge pull request #4214 from matosummer/master
Add link to bitmaptext
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2018-12-12 11:27:00 +00:00 |
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Richard Davey
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4b27b37a0c
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Added texture and unit arguments to batchQuad and batchTri , fixing the y2k bug.
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2018-12-12 11:08:52 +00:00 |
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Mato
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87be97aaf0
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Add link to bitmaptext
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2018-12-05 16:29:18 +07:00 |
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Richard Davey
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6f8759c186
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Whenever Camera.roundPixels was enabled it would use a bitwise operation to truncate the float (x |= 0 ) - this has been replaced across all files that used it, with a call to Math.round instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects.
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2018-11-30 10:27:25 +00:00 |
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Richard Davey
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b0df6892b5
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The Canvas SetTransform method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera.
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2018-11-27 13:54:59 +00:00 |
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Richard Davey
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7441ff90ae
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The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the callbackData object instead, like the WebGL renderer does.
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2018-10-25 14:11:23 +01:00 |
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Richard Davey
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4c73be9dbd
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The data object being sent to the Dynamic Bitmap Text callback now has a new property parent , which is a reference to the Bitmap Text instance that owns the data object (thanks ornyth)
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2018-10-25 14:10:12 +01:00 |
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Richard Davey
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4b1c762296
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Updated @memberOf to @memberof
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2018-10-10 10:49:13 +01:00 |
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Richard Davey
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a9063604dc
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Replace @readOnly with @readonly
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2018-10-09 13:40:00 +01:00 |
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Richard Davey
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fcaa2bfc4f
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Completing Game Object jsdocs
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2018-09-15 10:31:10 +01:00 |
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Richard Davey
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dedc939fdd
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initPipeline now defaults to the Texture Tint Pipeline if nothing else is specified.
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2018-09-05 11:19:02 +01:00 |
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TadejZupancic
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7992924aae
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Wrong bounds/displayTextOrigin on BitmapText text change
updateDisplayOrigin needs current width and height, which are not recalculated if the _dirty is not set to true.
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2018-08-14 12:15:59 +02:00 |
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Richard Davey
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84ef115c67
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Remove un-used code
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2018-08-08 15:01:41 +01:00 |
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Charles Burnham
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6a1c677677
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Add lineSpacing option to RetroFont Config
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2018-08-04 12:52:27 -05:00 |
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Richard Davey
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708a857a26
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SetTransform is a new Canvas Renderer function that consolidates the process of preparing a Game Object for rendering, without actually rendering it. This is used internally by the Graphics and Bitmap Text classes.
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2018-08-03 19:02:43 +01:00 |
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Richard Davey
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fc0dc13930
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Removed use of currentBlendMode and currentAlpha
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2018-08-03 01:53:51 +01:00 |
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Richard Davey
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9f44896a3f
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The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list.
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2018-08-03 01:29:18 +01:00 |
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