Phaser. Text

new Text(game, x, y, text, style)

Create a new Text object. This uses a local hidden Canvas object and renders the type into it. It then makes a texture from this for renderning to the view. Because of this you can only display fonts that are currently loaded and available to the browser. It won't load the fonts for you. Here is a compatibility table showing the available default fonts across different mobile browsers: http://www.jordanm.co.uk/tinytype

Parameters:
Name Type Description
game Phaser.Game

Current game instance.

x number

X position of the new text object.

y number

Y position of the new text object.

text string

The actual text that will be written.

style object

The style object containing style attributes like font, font size, etc.

Source - gameobjects/Text.js, line 21

Extends

Members

align :string

Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.

Source - gameobjects/Text.js, line 733

alpha :Number

The opacity of the object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 65

anchor :PIXI.Point

The anchor sets the origin point of the texture. The default is 0,0 this means the texture's 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 corner

Inherited From:
Source - pixi/display/Sprite.js, line 22

angle :number

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. Gets or sets the angle of rotation in degrees.

Source - gameobjects/Text.js, line 577

blendMode :Number

The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.

Inherited From:
Default Value:
  • PIXI.blendModes.NORMAL;
Source - pixi/display/Sprite.js, line 68

buttonMode :Boolean

This is used to indicate if the displayObject should display a mouse hand cursor on rollover

Inherited From:
Source - pixi/display/DisplayObject.js, line 90

cacheAsBitmap :Boolean

Set if this display object is cached as a bitmap. This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. To remove simply set this property to 'null'

Inherited From:
Source - pixi/display/DisplayObject.js, line 436

cameraOffset :Phaser.Point

If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.

Source - gameobjects/Text.js, line 119

canvas :HTMLCanvasElement

The canvas element that everything is drawn to

Inherited From:
Source - pixi/text/Text.js, line 29

<readonly> children :Array.<DisplayObject>

[read-only] The array of children of this container.

Type:
Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 17

colors :array

An array of the color values as specified by Text.addColor.

Source - gameobjects/Text.js, line 124

context :HTMLCanvasElement

The canvas 2d context that everything is drawn with

Inherited From:
Source - pixi/text/Text.js, line 37

destroyPhase :boolean

True if this object is currently being destroyed.

Source - gameobjects/Text.js, line 1030

events :Phaser.Events

The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.

Source - gameobjects/Text.js, line 109

exists :boolean

If exists = false then the Text isn't updated by the core game loop.

Default Value:
  • true
Source - gameobjects/Text.js, line 46

fill :object

A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.

Source - gameobjects/Text.js, line 711

filterArea :PIXI.Rectangle

The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle

Inherited From:
Source - pixi/display/DisplayObject.js, line 180

filters :Array.<Filter>

Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. To remove filters simply set this property to 'null'

Type:
  • Array.<Filter>
Inherited From:
Source - pixi/display/DisplayObject.js, line 400

fixedToCamera :boolean

An Text that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Text.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list. So if this Text was in a Group that has x: 200, then this will be added to the cameraOffset.x Set to true to fix this Text to the Camera at its current world coordinates.

Source - gameobjects/Text.js, line 999

font :string

The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.

Source - gameobjects/Text.js, line 625

fontSize :number

The size of the font in pixels.

Source - gameobjects/Text.js, line 653

fontWeight :number

The weight of the font: 'normal', 'bold', 'italic'. You can combine settings too, such as 'bold italic'.

Source - gameobjects/Text.js, line 683

game :Phaser.Game

A reference to the currently running Game.

Source - gameobjects/Text.js, line 40

height :Number

The height of the Text, setting this will actually modify the scale to achieve the value set

Inherited From:
Source - pixi/text/Text.js, line 86

hitArea :PIXI.Rectangle|PIXI.Circle|PIXI.Ellipse|PIXI.Polygon

This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)

Type:
Inherited From:
Source - pixi/display/DisplayObject.js, line 81

input :Phaser.InputHandler|null

The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.

Type:
Source - gameobjects/Text.js, line 114

inputEnabled :boolean

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. Set to true to allow this object to receive input events.

Source - gameobjects/Text.js, line 958

lineSpacing :number

Additional spacing (in pixels) between each line of text if multi-line.

Source - gameobjects/Text.js, line 843

mask :PIXI.Graphics

Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.

Inherited From:
Source - pixi/display/DisplayObject.js, line 380

name :string

The user defined name given to this object.

Source - gameobjects/Text.js, line 52

<readonly> parent :PIXI.DisplayObjectContainer

[read-only] The display object container that contains this display object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 106

pivot :PIXI.Point

The pivot point of the displayObject that it rotates around

Inherited From:
Source - pixi/display/DisplayObject.js, line 49

position :PIXI.Point

The coordinate of the object relative to the local coordinates of the parent.

Inherited From:
Source - pixi/display/DisplayObject.js, line 14

renderable :Boolean

Can this object be rendered

Inherited From:
Source - pixi/display/DisplayObject.js, line 98

resolution :Number

The resolution of the canvas.

Inherited From:
Source - pixi/text/Text.js, line 44

rotation :Number

The rotation of the object in radians.

Inherited From:
Source - pixi/display/DisplayObject.js, line 57

scale :PIXI.Point

The scale factor of the object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 22

shader :PIXI.AbstractFilter

The shader that will be used to render the texture to the stage. Set to null to remove a current shader.

Inherited From:
Default Value:
  • null
Source - pixi/display/Sprite.js, line 77

shadowBlur :number

The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).

Source - gameobjects/Text.js, line 936

shadowColor :string

The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.

Source - gameobjects/Text.js, line 914

shadowOffsetX :number

The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.

Source - gameobjects/Text.js, line 870

shadowOffsetY :number

The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.

Source - gameobjects/Text.js, line 892

<readonly> stage :PIXI.Stage

[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.

Inherited From:
Source - pixi/display/DisplayObject.js, line 115

stroke :string

A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.

Source - gameobjects/Text.js, line 755

strokeThickness :number

A number that represents the thickness of the stroke. Default is 0 (no stroke)

Source - gameobjects/Text.js, line 777

text :string

The text string to be displayed by this Text object, taking into account the style settings.

Source - gameobjects/Text.js, line 597

texture :PIXI.Texture

The texture that the sprite is using

Inherited From:
Source - pixi/display/Sprite.js, line 33

tint :Number

The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

Inherited From:
Default Value:
  • 0xFFFFFF
Source - pixi/display/Sprite.js, line 59

transformCallback :function

The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters: This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types. The matrix are passed by reference and can be modified directly without needing to return them. This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.

Inherited From:
Source - pixi/display/DisplayObject.js, line 30

transformCallbackContext :Object

The context under which the transformCallback is invoked.

Inherited From:
Source - pixi/display/DisplayObject.js, line 41

type :number

The const type of this object.

Source - gameobjects/Text.js, line 58

visible :Boolean

The visibility of the object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 73

width :Number

The width of the Text, setting this will actually modify the scale to achieve the value set

Inherited From:
Source - pixi/text/Text.js, line 62

wordWrap :boolean

Indicates if word wrap should be used.

Source - gameobjects/Text.js, line 799

wordWrapWidth :number

The width at which text will wrap.

Source - gameobjects/Text.js, line 821

world :Phaser.Point

The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.

Source - gameobjects/Text.js, line 68

<readonly> worldAlpha :Number

[read-only] The multiplied alpha of the displayObject

Inherited From:
Source - pixi/display/DisplayObject.js, line 124

worldVisible :Boolean

[read-only] Indicates if the sprite is globally visible.

Inherited From:
Source - pixi/display/DisplayObject.js, line 359

x :Number

The position of the displayObject on the x axis relative to the local coordinates of the parent.

Inherited From:
Source - pixi/display/DisplayObject.js, line 761

y :Number

The position of the displayObject on the y axis relative to the local coordinates of the parent.

Inherited From:
Source - pixi/display/DisplayObject.js, line 776

z :number

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.

Source - gameobjects/Text.js, line 63

Methods

addChild(child) → {PIXI.DisplayObject}

Adds a child to the container.

Parameters:
Name Type Description
child PIXI.DisplayObject

The DisplayObject to add to the container

Returns:

The child that was added.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 90

addChildAt(child, index) → {PIXI.DisplayObject}

Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown

Parameters:
Name Type Description
child PIXI.DisplayObject

The child to add

index Number

The index to place the child in

Returns:

The child that was added.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 102

addColor(color, position)

This method allows you to set specific colors within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000 or rgb(255,0,0) and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text was Photon Storm and you did Text.addColor('#ffff00', 6) it would color in the word Storm in yellow.

Parameters:
Name Type Description
color string

A canvas fillstyle that will be used on the text eg red, #00FF00, rgba().

position number

The index of the character in the string to start applying this color value from.

Source - gameobjects/Text.js, line 510

clearColors()

Clears any previously set color stops.

Source - gameobjects/Text.js, line 498

destroy(destroyChildren)

Parameters:
Name Type Argument Default Description
destroyChildren boolean <optional>
true

Should every child of this object have its destroy method called?

Source - gameobjects/Text.js, line 228

generateTexture(resolution, scaleMode, renderer) → {PIXI.Texture}

Useful function that returns a texture of the displayObject object that can then be used to create sprites This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.

Parameters:
Name Type Description
resolution Number

The resolution of the texture being generated

scaleMode Number

See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values

renderer PIXI.CanvasRenderer | PIXI.WebGLRenderer

The renderer used to generate the texture.

Returns:

a texture of the graphics object

Inherited From:
Source - pixi/display/DisplayObject.js, line 582

getBounds(matrix) → {PIXI.Rectangle}

Returns the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.

Parameters:
Name Type Description
matrix PIXI.Matrix

the transformation matrix of the Text

Returns:

the framing rectangle

Inherited From:
Source - pixi/text/Text.js, line 492

getChildAt(index) → {PIXI.DisplayObject}

Returns the child at the specified index

Parameters:
Name Type Description
index Number

The index to get the child from

Returns:

The child at the given index, if any.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 193

getChildIndex(child) → {Number}

Returns the index position of a child DisplayObject instance

Parameters:
Name Type Description
child PIXI.DisplayObject

The DisplayObject instance to identify

Returns:
Number -

The index position of the child display object to identify

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 158

getLocalBounds() → {PIXI.Rectangle}

Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.

Returns:

The rectangular bounding area

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 362

postUpdate()

Automatically called by World.postUpdate.

Source - gameobjects/Text.js, line 207

preUpdate()

Automatically called by World.preUpdate.

Source - gameobjects/Text.js, line 158

removeChild(child) → {PIXI.DisplayObject}

Removes a child from the container.

Parameters:
Name Type Description
child PIXI.DisplayObject

The DisplayObject to remove

Returns:

The child that was removed.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 210

removeChildAt(index) → {PIXI.DisplayObject}

Removes a child from the specified index position.

Parameters:
Name Type Description
index Number

The index to get the child from

Returns:

The child that was removed.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 225

removeChildren(beginIndex, endIndex)

Removes all children from this container that are within the begin and end indexes.

Parameters:
Name Type Description
beginIndex Number

The beginning position. Default value is 0.

endIndex Number

The ending position. Default value is size of the container.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 243

removeStageReference()

Removes the current stage reference from the container and all of its children.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 404

setChildIndex(child, index)

Changes the position of an existing child in the display object container

Parameters:
Name Type Description
child PIXI.DisplayObject

The child DisplayObject instance for which you want to change the index number

index Number

The resulting index number for the child display object

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 175

setShadow(x, y, color, blur)

Sets a drop shadow effect on the Text. You can specify the horizontal and vertical distance of the drop shadow with the x and y parameters. The color controls the shade of the shadow (default is black) and can be either an rgba or hex value. The blur is the strength of the shadow. A value of zero means a hard shadow, a value of 10 means a very soft shadow. To remove a shadow already in place you can call this method with no parameters set.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.

y number <optional>
0

The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.

color string <optional>
'rgba(0,0,0,1)'

The color of the shadow, as given in CSS rgba or hex format. Set the alpha component to 0 to disable the shadow.

blur number <optional>
0

The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).

Source - gameobjects/Text.js, line 297

setStageReference(stage)

Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.

Parameters:
Name Type Description
stage PIXI.Stage

the stage that the container will have as its current stage reference

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 386

setStyle(style)

Set the style of the text by passing a single style object to it.

Parameters:
Name Type Argument Description
style object <optional>

The style properties to be set on the Text.

Properties
Name Type Argument Default Description
font string <optional>
'bold 20pt Arial'

The style and size of the font.

fill string <optional>
'black'

A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.

align string <optional>
'left'

Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.

stroke string <optional>
'black'

A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.

strokeThickness number <optional>
0

A number that represents the thickness of the stroke. Default is 0 (no stroke).

wordWrap boolean <optional>
false

Indicates if word wrap should be used.

wordWrapWidth number <optional>
100

The width in pixels at which text will wrap.

Source - gameobjects/Text.js, line 324

setText(text)

Set the copy for the text object. To split a line you can use '\n'.

Parameters:
Name Type Description
text String

The copy that you would like the text to display

Inherited From:
Source - pixi/text/Text.js, line 147

setTexture(texture)

Sets the texture of the sprite

Parameters:
Name Type Description
texture PIXI.Texture

The PIXI texture that is displayed by the sprite

Inherited From:
Source - pixi/display/Sprite.js, line 135

swapChildren(child, child2)

Swaps the position of 2 Display Objects within this container.

Parameters:
Name Type Description
child PIXI.DisplayObject

-

child2 PIXI.DisplayObject

-

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 133

toGlobal(position) → {PIXI.Point}

Calculates the global position of the display object

Parameters:
Name Type Description
position PIXI.Point

The world origin to calculate from

Returns:

A point object representing the position of this object

Inherited From:
Source - pixi/display/DisplayObject.js, line 616

toLocal(position, from) → {PIXI.Point}

Calculates the local position of the display object relative to another point

Parameters:
Name Type Argument Description
position PIXI.Point

The world origin to calculate from

from PIXI.DisplayObject <optional>

The DisplayObject to calculate the global position from

Returns:

A point object representing the position of this object

Inherited From:
Source - pixi/display/DisplayObject.js, line 630

update()

Override and use this function in your own custom objects to handle any update requirements you may have.

Source - gameobjects/Text.js, line 198

updateCache()

Generates and updates the cached sprite for this object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 606
Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Wed Dec 03 2014 10:31:04 GMT-0000 (GMT) using the DocStrap template.