Richard Davey
|
96a64eae4e
|
ParseXMLBitmapFont has a new optional parameter texture . If defined, this Texture is populated with Frame data, one frame per glyph. This happens automatically when loading Bitmap Text data in Phaser.
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2020-08-05 12:46:28 +01:00 |
|
Richard Davey
|
a2c9c3cef6
|
Fix char right adjustment
|
2020-08-05 11:48:25 +01:00 |
|
Richard Davey
|
00e5c5fe0f
|
Update BitmapTextSize.js
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2020-08-04 11:25:10 +01:00 |
|
Richard Davey
|
ee01d36918
|
Update BitmapTextCharacter.js
|
2020-08-04 11:25:07 +01:00 |
|
Richard Davey
|
1db3ba72f8
|
Cache shadow values
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2020-08-04 11:25:03 +01:00 |
|
Richard Davey
|
50dcc624df
|
Get Character using char top, right and bottom
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2020-08-04 11:24:56 +01:00 |
|
Richard Davey
|
1ae0cfc619
|
Include char top, right and bottom values
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2020-08-04 11:24:43 +01:00 |
|
Richard Davey
|
47a62cd30c
|
If you apply setSize to the Dynamic BitmapText the scissor is now calculated based on the parent transforms, not just the local ones, meaning you can crop Bitmap Text objects that exist within Containers. Fix #4653
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2020-08-03 11:33:41 +01:00 |
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Richard Davey
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2f574070d5
|
Setting the color value in the DynamicBitmapText.setDisplayCallback would inverse the red and blue channels if the color was not properly encoded for WebGL. It is now encoded automatically, meaning you can pass normal hex values as the colors in the display callback. Fix #5225
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2020-08-03 10:53:27 +01:00 |
|
Richard Davey
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ec845ce015
|
Use GetColorFromValue
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2020-08-03 10:49:05 +01:00 |
|
Richard Davey
|
42d6456993
|
Encode dropshadow color
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2020-08-01 11:24:26 +01:00 |
|
Richard Davey
|
959645d1f0
|
Always render drop shadow behind text
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2020-08-01 11:24:15 +01:00 |
|
Richard Davey
|
22e8d22e3f
|
BitmapText.setWordTint is a new method that allows you to set a tint color (either additive, or fill) on all matching words within a static Bitmap Text. You can specify the word by string, or numeric offset, and the number of replacements to tint.
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2020-07-31 18:36:27 +01:00 |
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Richard Davey
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b9407967e3
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If you give an invalid Bitmap Font key, the Bitmap Text object will now issue a console.warn .
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2020-07-31 18:00:31 +01:00 |
|
Richard Davey
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79e985dd93
|
Updated docs
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2020-07-31 17:09:40 +01:00 |
|
Richard Davey
|
c0109c1ec9
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BatchChar is a new internal private function for batching a single character of a Bitmap Text to the pipeline.
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2020-07-31 16:54:29 +01:00 |
|
Richard Davey
|
2e378b68d1
|
Apply the dropShadow
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2020-07-31 16:39:21 +01:00 |
|
Richard Davey
|
c228dd596a
|
BitmapText.setDropShadow is a new method that allows you to apply a drop shadow effect to a Bitmap Text object. You can set the horizontal and vertical offset of the shadow, as well as the color and alpha levels. Call this method with no parameters to clear a shadow.
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2020-07-31 16:39:05 +01:00 |
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Richard Davey
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aac2276692
|
BitmapText.preDestroy is a new method that will tidy-up all of the BitmapText data during object destruction.
|
2020-07-31 16:22:53 +01:00 |
|
Richard Davey
|
7ce39b991c
|
Removed un-used properties
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2020-07-31 16:17:36 +01:00 |
|
Richard Davey
|
9419606f12
|
BitmapText.setCharacterTint is a new method that allows you to set a tint color (either additive, or fill) on a specific range of characters within a static Bitmap Text. You can specify the start and length offsets and a per-corner tint color.
|
2020-07-31 16:17:23 +01:00 |
|
Richard Davey
|
fc6e7ef759
|
Removed un-used properties
|
2020-07-31 15:46:05 +01:00 |
|
Richard Davey
|
4baa0522b9
|
Bumping to 3.50
|
2020-07-31 13:41:29 +01:00 |
|
Richard Davey
|
d16d8dc9ce
|
BitmapTextWebGLRenderer has been rewritten from scratch to make use of the new pre-cached WebGL uv texture and character location data generated by GetBitmapTextSize . This has reduced the number of calculations made in the function dramatically, as it no longer has work out glyph advancing or offsets during render, but only when the text content updates.
|
2020-07-31 13:39:49 +01:00 |
|
Richard Davey
|
49682e744d
|
Update BitmapText.js
|
2020-07-31 13:34:50 +01:00 |
|
Richard Davey
|
72654e04d3
|
Fixed bounds sizes
|
2020-07-31 13:34:28 +01:00 |
|
Richard Davey
|
c166976fcc
|
Update BitmapTextCharacter.js
|
2020-07-31 12:06:57 +01:00 |
|
Richard Davey
|
a4577e2135
|
The GetBitmapTextSize function has a new boolean parameter updateOrigin , which will adjust the origin of the parent BitmapText if set, based on the new bounds calculations.
|
2020-07-31 12:06:45 +01:00 |
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Richard Davey
|
a682b83b7c
|
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.
|
2020-07-31 11:36:48 +01:00 |
|
Richard Davey
|
e195aac919
|
ParseXMLBitmapFont will now calculate the WebGL uv data for the glyphs during parsing. This avoids it having to be done during rendering, saving CPU cycles on an operation that never changes.
|
2020-07-31 11:32:37 +01:00 |
|
Richard Davey
|
214b383fcd
|
Use correct scale and added start of getCharacterAt method
|
2020-07-30 23:59:06 +01:00 |
|
Richard Davey
|
a39bcfe69a
|
Always return chars
|
2020-07-30 22:38:06 +01:00 |
|
Richard Davey
|
a678f723c6
|
Always calculate includeChars
|
2020-07-30 22:37:34 +01:00 |
|
Richard Davey
|
1579069c50
|
Pixel accurate character data
|
2020-07-30 18:24:04 +01:00 |
|
Richard Davey
|
eef67b6c11
|
Update BitmapTextWebGLRenderer.js
|
2020-07-30 18:23:50 +01:00 |
|
Richard Davey
|
77feb773fd
|
Fixed descriptions
|
2020-07-30 18:23:45 +01:00 |
|
Richard Davey
|
b108cd03f0
|
Fix call to GetBitmapTextSize
|
2020-07-30 15:43:43 +01:00 |
|
Richard Davey
|
408a545aac
|
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.
|
2020-07-30 15:24:49 +01:00 |
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Richard Davey
|
286be7df49
|
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
|
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.
|
2020-07-30 14:47:31 +01:00 |
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Richard Davey
|
841389628e
|
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.
|
2020-07-30 14:46:32 +01:00 |
|
Richard Davey
|
6c9a5f62a6
|
Uses setGameObject to support Light2D
|
2020-07-16 15:15:48 +01:00 |
|
Richard Davey
|
a21641e19b
|
The Dynamic Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
|
2020-07-15 16:54:04 +01:00 |
|
Richard Davey
|
50f10b3d4b
|
The Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
|
2020-07-15 16:53:48 +01:00 |
|
Richard Davey
|
dc13060042
|
Fixed namespace
|
2020-07-14 09:45:37 +01:00 |
|
Richard Davey
|
40929a57e3
|
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
|
2020-07-13 14:06:06 +01:00 |
|
Jason Kwok
|
401cb81590
|
Fixed this return type for Phaser.GameObjects.DynamicBitmapText
|
2020-01-26 20:16:18 +08:00 |
|
Richard Davey
|
ff65e69cd1
|
Changed copyright date to 2020
|
2020-01-15 12:07:09 +00:00 |
|
Javier García Álvarez
|
9d418eae73
|
Fixed jsdoc types to get TS definition intellisense.
|
2019-12-18 12:25:14 +01:00 |
|
Javier García Álvarez
|
e1d288a834
|
Add optional params to ParseFromAtlas doc
|
2019-12-18 12:22:30 +01:00 |
|
Richard Davey
|
7650c5535f
|
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
|
2019-11-26 14:31:27 +00:00 |
|
Richard Davey
|
4a33c7b5c8
|
Don't reset text
|
2019-11-22 16:43:13 +00:00 |
|
Richard Davey
|
a7b3cd585d
|
Tidying up
|
2019-11-22 16:42:53 +00:00 |
|
Richard Davey
|
0d46c7107a
|
Fixed issue with carriage-returns not reflowing text
|
2019-11-22 16:42:43 +00:00 |
|
Richard Davey
|
4435791cc1
|
Updated to use current null approach
|
2019-11-22 13:54:07 +00:00 |
|
Richard Davey
|
28982fb7fc
|
Fixed word wrapping
|
2019-11-22 13:48:10 +00:00 |
|
Richard Davey
|
b297950875
|
Added wordWrapCharCode
|
2019-11-22 13:48:01 +00:00 |
|
Richard Davey
|
5b1401153c
|
Working through BitmapText wrapping
|
2019-11-21 17:11:43 +00:00 |
|
Richard Davey
|
c60530eedd
|
Removed commented-out code
|
2019-10-11 18:35:27 +01:00 |
|
Richard Davey
|
be02c80be9
|
Origin and canvas renderer work again now. Fix #4108
|
2019-10-01 17:43:47 +01:00 |
|
Richard Davey
|
c91ed91ce3
|
License link update
|
2019-05-10 16:15:04 +01:00 |
|
Richard Davey
|
b09ddc9048
|
GameObject Types
|
2019-05-09 12:01:00 +01:00 |
|
Richard Davey
|
a51a81791f
|
Bitmap Text Types
|
2019-05-09 11:54:43 +01:00 |
|
J.C
|
b6047df1b5
|
flag which version has this method
|
2019-04-30 23:29:28 +08:00 |
|
J.C
|
8c3de0897e
|
expose ParseXMLBitmapFont for combined XML font file
|
2019-04-30 19:31:47 +08:00 |
|
Richard Davey
|
e017691c68
|
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
|
2019-03-24 23:07:27 +00:00 |
|
Richard Davey
|
e7b1d086e7
|
Moving all of the typedefs to properly namespaced scopes, rather than globals
\o/ ~ "Someone, save me!"
|
2019-02-13 12:35:12 +00:00 |
|
Richard Davey
|
4e817497d4
|
Namespace fixes
|
2019-02-12 12:48:41 +00:00 |
|
J.C
|
cb0f3e079c
|
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.
|
2019-01-25 11:02:38 +08:00 |
|
Richard Davey
|
aa341854c7
|
Happy New Year
|
2019-01-15 16:20:22 +00:00 |
|
Richard Davey
|
5c6d1cbe17
|
Merge pull request #4214 from matosummer/master
Add link to bitmaptext
|
2018-12-12 11:27:00 +00:00 |
|
Richard Davey
|
4b27b37a0c
|
Added texture and unit arguments to batchQuad and batchTri , fixing the y2k bug.
|
2018-12-12 11:08:52 +00:00 |
|
Mato
|
87be97aaf0
|
Add link to bitmaptext
|
2018-12-05 16:29:18 +07:00 |
|
Richard Davey
|
6f8759c186
|
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.
|
2018-11-30 10:27:25 +00:00 |
|
Richard Davey
|
b0df6892b5
|
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.
|
2018-11-27 13:54:59 +00:00 |
|
Richard Davey
|
7441ff90ae
|
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.
|
2018-10-25 14:11:23 +01:00 |
|
Richard Davey
|
4c73be9dbd
|
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)
|
2018-10-25 14:10:12 +01:00 |
|
Richard Davey
|
4b1c762296
|
Updated @memberOf to @memberof
|
2018-10-10 10:49:13 +01:00 |
|
Richard Davey
|
a9063604dc
|
Replace @readOnly with @readonly
|
2018-10-09 13:40:00 +01:00 |
|
Richard Davey
|
fcaa2bfc4f
|
Completing Game Object jsdocs
|
2018-09-15 10:31:10 +01:00 |
|
Richard Davey
|
dedc939fdd
|
initPipeline now defaults to the Texture Tint Pipeline if nothing else is specified.
|
2018-09-05 11:19:02 +01:00 |
|
TadejZupancic
|
7992924aae
|
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.
|
2018-08-14 12:15:59 +02:00 |
|
Richard Davey
|
84ef115c67
|
Remove un-used code
|
2018-08-08 15:01:41 +01:00 |
|
Charles Burnham
|
6a1c677677
|
Add lineSpacing option to RetroFont Config
|
2018-08-04 12:52:27 -05:00 |
|
Richard Davey
|
708a857a26
|
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.
|
2018-08-03 19:02:43 +01:00 |
|
Richard Davey
|
fc0dc13930
|
Removed use of currentBlendMode and currentAlpha
|
2018-08-03 01:53:51 +01:00 |
|
Richard Davey
|
9f44896a3f
|
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.
|
2018-08-03 01:29:18 +01:00 |
|
Richard Davey
|
4481795d32
|
Swapped to using getX / getY
|
2018-07-27 00:53:00 +01:00 |
|
Richard Davey
|
8873bdcbf6
|
Fixed pipeline method call
|
2018-07-26 23:50:54 +01:00 |
|
Richard Davey
|
106e32a4f5
|
Removed un-used imports
|
2018-07-19 13:26:11 +01:00 |
|
Richard Davey
|
ec5bd1912e
|
GameObject.willRender now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases.
|
2018-07-19 13:19:02 +01:00 |
|
Richard Davey
|
51f94cd444
|
Merge branch 'master' of https://github.com/photonstorm/phaser
|
2018-07-11 16:25:26 +01:00 |
|
Richard Davey
|
5ba80defb7
|
Pass GO to setPipeline
|
2018-07-11 16:23:44 +01:00 |
|
Chris Andrew
|
0858797599
|
Minor documentation fix for BitmapText.getTextBounds().
|
2018-07-11 14:50:23 +01:00 |
|
Richard Davey
|
9c9e9cecbb
|
Updated log and lint fixes
|
2018-07-10 16:49:53 +01:00 |
|
Richard Davey
|
5fe74453fe
|
Extends BitmapText, to save on lots of space
|
2018-07-10 16:33:13 +01:00 |
|
Richard Davey
|
e145b6b7d3
|
Fixed Dynamic Bitmap Text Rendering
|
2018-07-10 16:33:01 +01:00 |
|
Richard Davey
|
434c8d1413
|
Fixed issue with sprite matrix and camera scaling
|
2018-07-10 13:59:49 +01:00 |
|
Richard Davey
|
6560f51699
|
Added jsdocs and updated change log
|
2018-07-09 22:35:48 +01:00 |
|
Richard Davey
|
39c05e4a96
|
Added support for BitmapText alignment and internal dirty flag for calculation speed
|
2018-07-09 21:57:51 +01:00 |
|