/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Text = require('./Text'); var GameObjectFactory = require('../../GameObjectFactory'); /** * Creates a new Text Game Object and adds it to the Scene. * * A Text Game Object. * * Text objects work by creating their own internal hidden Canvas and then renders text to it using * the standard Canvas `fillText` API. It then creates a texture from this canvas which is rendered * to your game during the render pass. * * Because it uses the Canvas API you can take advantage of all the features this offers, such as * applying gradient fills to the text, or strokes, shadows and more. You can also use custom fonts * loaded externally, such as Google or TypeKit Web fonts. * * You can only display fonts that are currently loaded and available to the browser: therefore fonts must * be pre-loaded. Phaser does not do ths for you, so you will require the use of a 3rd party font loader, * or have the fonts ready available in the CSS on the page in which your Phaser game resides. * * See {@link http://www.jordanm.co.uk/tinytype this compatibility table} for the available default fonts * across mobile browsers. * * A note on performance: Every time the contents of a Text object changes, i.e. changing the text being * displayed, or the style of the text, it needs to remake the Text canvas, and if on WebGL, re-upload the * new texture to the GPU. This can be an expensive operation if used often, or with large quantities of * Text objects in your game. If you run into performance issues you would be better off using Bitmap Text * instead, as it benefits from batching and avoids expensive Canvas API calls. * * Note: This method will only be available if the Text Game Object has been built into Phaser. * * @method Phaser.GameObjects.GameObjectFactory#text * @since 3.0.0 * * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {(string|string[])} text - The text this Text object will display. * @param {object} [style] - The Text style configuration object. * * @return {Phaser.GameObjects.Text} The Game Object that was created. */ GameObjectFactory.register('text', function (x, y, text, style) { return this.displayList.add(new Text(this.scene, x, y, text, style)); }); // When registering a factory function 'this' refers to the GameObjectFactory context. // // There are several properties available to use: // // this.scene - a reference to the Scene that owns the GameObjectFactory // this.displayList - a reference to the Display List the Scene owns // this.updateList - a reference to the Update List the Scene owns