/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Creates a new BitmapText object. * * @class Phaser.BitmapText * * @classdesc BitmapText objects work by taking a texture file and an XML file that describes the font layout. * * On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/ * * On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner * * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} x - X position of the new bitmapText object. * @param {number} y - Y position of the new bitmapText object. * @param {string} text - The actual text that will be written. * @param {object} style - The style object containing style attributes like font, font size , etc. */ Phaser.BitmapText = function (game, x, y, text, style) { x = x || 0; y = y || 0; text = text || ''; style = style || ''; /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all. * @default */ this.exists = true; /** * @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering. * @default */ this.alive = true; /** * @property {Phaser.Group} group - The parent Group of this BitmapText. */ this.group = null; /** * @property {string} name - The user defined name given to this BitmapText. * @default */ this.name = ''; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.BITMAPTEXT; PIXI.BitmapText.call(this, text, style); /** * @property {number} position.x - The x position of this object. */ this.position.x = x; /** * @property {number} position.y - The y position of this object. */ this.position.y = y; /** * The anchor sets the origin point of the texture. * The default is 0,0 this means the textures origin is the top left * Setting than anchor to 0.5,0.5 means the textures origin is centered * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right * * @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place. */ this.anchor = new Phaser.Point(); /** * @property {Phaser.Point} scale - The scale of the object when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc. */ this.scale = new Phaser.Point(1, 1); /** * @property {object} _cache - A mini cache for storing all of the calculated values. * @private */ this._cache = { dirty: false, // Transform cache a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1, // The previous calculated position x: -1, y: -1, // The actual scale values based on the worldTransform scaleX: 1, scaleY: 1 }; this._cache.x = this.x; this._cache.y = this.y; /** * @property {boolean} renderable - A renderable object will be rendered to the context each frame. */ this.renderable = true; }; Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype); Phaser.BitmapText.prototype.constructor = Phaser.BitmapText; /** * Automatically called by World.update * @method Phaser.BitmapText.prototype.update */ Phaser.BitmapText.prototype.update = function() { if (!this.exists) { return; } this._cache.dirty = false; this._cache.x = this.x; this._cache.y = this.y; if (this.position.x != this._cache.x || this.position.y != this._cache.y) { this.position.x = this._cache.x; this.position.y = this._cache.y; this._cache.dirty = true; } this.pivot.x = this.anchor.x*this.width; this.pivot.y = this.anchor.y*this.height; } /** * @method Phaser.Text.prototype.destroy */ Phaser.BitmapText.prototype.destroy = function() { if (this.group) { this.group.remove(this); } if (this.canvas && this.canvas.parentNode) { this.canvas.parentNode.removeChild(this.canvas); } else { this.canvas = null; this.context = null; } this.exists = false; this.group = null; } /** * Indicates the rotation of the BitmapText, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. * Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. * If you wish to work in radians instead of degrees use the property Sprite.rotation instead. * @name Phaser.BitmapText#angle * @property {number} angle - Gets or sets the angle of rotation in degrees. */ Object.defineProperty(Phaser.BitmapText.prototype, 'angle', { get: function() { return Phaser.Math.radToDeg(this.rotation); }, set: function(value) { this.rotation = Phaser.Math.degToRad(value); } }); /** * The x coordinate of this object in world space. * @name Phaser.BitmapText#x * @property {number} x - The x coordinate of this object in world space. */ Object.defineProperty(Phaser.BitmapText.prototype, 'x', { get: function() { return this.position.x; }, set: function(value) { this.position.x = value; } }); /** * The y coordinate of this object in world space. * @name Phaser.BitmapText#y * @property {number} y - The y coordinate of this object in world space. */ Object.defineProperty(Phaser.BitmapText.prototype, 'y', { get: function() { return this.position.y; }, set: function(value) { this.position.y = value; } });