/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 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 * For Web there is the great Littera: http://kvazars.com/littera/ * * @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} font - The key of the BitmapFont as stored in Game.Cache. * @param {string} [text=''] - The actual text that will be rendered. Can be set later via BitmapText.text. * @param {number} [size=32] - The size the font will be rendered in, in pixels. */ Phaser.BitmapText = function (game, x, y, font, text, size) { x = x || 0; y = y || 0; font = font || ''; text = text || ''; size = size || 32; /** * @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 {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; /** * @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value. */ this.z = 0; /** * @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container. */ this.world = new Phaser.Point(x, y); /** * @property {string} _text - Internal cache var. * @private */ this._text = text; /** * @property {string} _font - Internal cache var. * @private */ this._font = font; /** * @property {number} _fontSize - Internal cache var. * @private */ this._fontSize = size; /** * @property {string} _align - Internal cache var. * @private */ this._align = 'left'; /** * @property {number} _tint - Internal cache var. * @private */ this._tint = 0xFFFFFF; /** * @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components. */ this.events = new Phaser.Events(this); /** * @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it. */ this.input = null; /** * @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view. */ this.cameraOffset = new Phaser.Point(); PIXI.BitmapText.call(this, text); this.position.set(x, y); /** * A small internal cache: * 0 = previous position.x * 1 = previous position.y * 2 = previous rotation * 3 = renderID * 4 = fresh? (0 = no, 1 = yes) * 5 = outOfBoundsFired (0 = no, 1 = yes) * 6 = exists (0 = no, 1 = yes) * 7 = fixed to camera (0 = no, 1 = yes) * @property {Array} _cache * @private */ this._cache = [0, 0, 0, 0, 1, 0, 1, 0]; }; Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype); Phaser.BitmapText.prototype.constructor = Phaser.BitmapText; /** * @method Phaser.BitmapText.prototype.setStyle * @private */ Phaser.BitmapText.prototype.setStyle = function() { this.style = { align: this._align }; this.fontName = this._font; this.fontSize = this._fontSize; this.dirty = true; }; /** * Automatically called by World.preUpdate. * @method Phaser.BitmapText.prototype.preUpdate */ Phaser.BitmapText.prototype.preUpdate = function () { this._cache[0] = this.world.x; this._cache[1] = this.world.y; this._cache[2] = this.rotation; if (!this.exists || !this.parent.exists) { this.renderOrderID = -1; return false; } if (this.autoCull) { // Won't get rendered but will still get its transform updated this.renderable = this.game.world.camera.screenView.intersects(this.getBounds()); } this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]); if (this.visible) { this._cache[3] = this.game.stage.currentRenderOrderID++; } return true; }; /** * Override and use this function in your own custom objects to handle any update requirements you may have. * * @method Phaser.BitmapText.prototype.update */ Phaser.BitmapText.prototype.update = function() { }; /** * Automatically called by World.postUpdate. * @method Phaser.BitmapText.prototype.postUpdate */ Phaser.BitmapText.prototype.postUpdate = function () { // Fixed to Camera? if (this._cache[7] === 1) { this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x; this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y; } }; /** * Destroy this BitmapText instance. This will remove any filters and un-parent any children. * @method Phaser.BitmapText.prototype.destroy * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called? */ Phaser.BitmapText.prototype.destroy = function(destroyChildren) { if (this.game === null) { return; } if (typeof destroyChildren === 'undefined') { destroyChildren = true; } if (this.parent) { if (this.parent instanceof Phaser.Group) { this.parent.remove(this); } else { this.parent.removeChild(this); } } var i = this.children.length; if (destroyChildren) { while (i--) { if (this.children[i].destroy) { this.children[i].destroy(destroyChildren); } else { this.removeChild(this.children[i]); } } } else { while (i--) { this.removeChild(this.children[i]); } } this.exists = false; this.visible = false; this.filters = null; this.mask = null; this.game = null; }; /** * @name Phaser.BitmapText#align * @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text. */ Object.defineProperty(Phaser.BitmapText.prototype, 'align', { get: function() { return this._align; }, set: function(value) { if (value !== this._align) { this._align = value; this.setStyle(); } } }); /** * @name Phaser.BitmapText#tint * @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF) */ Object.defineProperty(Phaser.BitmapText.prototype, 'tint', { get: function() { return this._tint; }, set: function(value) { if (value !== this._tint) { this._tint = value; this.dirty = true; } } }); /** * Indicates the rotation of the Text, 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); } }); /** * @name Phaser.BitmapText#font * @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use. */ Object.defineProperty(Phaser.BitmapText.prototype, 'font', { get: function() { return this._font; }, set: function(value) { if (value !== this._font) { this._font = value.trim(); this.style.font = this._fontSize + "px '" + this._font + "'"; this.dirty = true; } } }); /** * @name Phaser.BitmapText#fontSize * @property {number} fontSize - The size of the font in pixels. */ Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', { get: function() { return this._fontSize; }, set: function(value) { value = parseInt(value, 10); if (value !== this._fontSize) { this._fontSize = value; this.style.font = this._fontSize + "px '" + this._font + "'"; this.dirty = true; } } }); /** * The text string to be displayed by this Text object, taking into account the style settings. * @name Phaser.BitmapText#text * @property {string} text - The text string to be displayed by this Text object, taking into account the style settings. */ Object.defineProperty(Phaser.BitmapText.prototype, 'text', { get: function() { return this._text; }, set: function(value) { if (value !== this._text) { this._text = value.toString() || ' '; this.dirty = true; } } }); /** * By default a Text object won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is * activated for this object and it will then start to process click/touch events and more. * * @name Phaser.BitmapText#inputEnabled * @property {boolean} inputEnabled - Set to true to allow this object to receive input events. */ Object.defineProperty(Phaser.BitmapText.prototype, "inputEnabled", { get: function () { return (this.input && this.input.enabled); }, set: function (value) { if (value) { if (this.input === null) { this.input = new Phaser.InputHandler(this); this.input.start(); } } else { if (this.input && this.input.enabled) { this.input.stop(); } } } }); /** * An BitmapText that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in BitmapText.cameraOffset. * Note that the cameraOffset values are in addition to any parent in the display list. * So if this BitmapText was in a Group that has x: 200, then this will be added to the cameraOffset.x * * @name Phaser.BitmapText#fixedToCamera * @property {boolean} fixedToCamera - Set to true to fix this BitmapText to the Camera at its current world coordinates. */ Object.defineProperty(Phaser.BitmapText.prototype, "fixedToCamera", { get: function () { return !!this._cache[7]; }, set: function (value) { if (value) { this._cache[7] = 1; this.cameraOffset.set(this.x, this.y); } else { this._cache[7] = 0; } } });