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		<h1 class="page-title">Source: gameobjects/BitmapText.js</h1>
    
    <section>
        <article>
            <pre class="sunlight-highlight-javascript linenums">/**
* @author       Richard Davey &lt;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)
    * 8 = destroy phase? (0 = no, 1 = yes)
    * @property {Array} _cache
    * @private
    */
    this._cache = [0, 0, 0, 0, 1, 0, 1, 0, 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 || this.destroyPhase) { return; }

    if (typeof destroyChildren === 'undefined') { destroyChildren = true; }

    this._cache[8] = 1;

    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;

    this._cache[8] = 0;

};

/**
* @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.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;
        }
    }

});

/**
* @name Phaser.BitmapText#destroyPhase
* @property {boolean} destroyPhase - True if this object is currently being destroyed.
*/
Object.defineProperty(Phaser.BitmapText.prototype, "destroyPhase", {

    get: function () {

        return !!this._cache[8];

    }

});
</pre>
        </article>
    </section>





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