/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * 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 * * @class Phaser.Text * @extends PIXI.Text * @constructor * @param {Phaser.Game} game - Current game instance. * @param {number} x - X position of the new text object. * @param {number} y - Y position of the new text 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.Text = function (game, x, y, text, style) { x = x || 0; y = y || 0; text = text || ' '; style = style || {}; if (text.length === 0) { text = ' '; } else { text = text.toString(); } /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop. * @default */ this.exists = true; /** * @property {string} name - The user defined name given to this object. * @default */ this.name = ''; /** * @property {number} type - The const type of this object. * @default */ this.type = Phaser.TEXT; /** * @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 = ''; /** * @property {number} _fontSize - Internal cache var. * @private */ this._fontSize = 32; /** * @property {string} _fontWeight - Internal cache var. * @private */ this._fontWeight = 'normal'; /** * @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line. * @private */ this._lineSpacing = 0; /** * @property {number} _charCount - Internal character counter used by the text coloring. * @private */ this._charCount = 0; /** * @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(); /** * @property {array} colors - An array of the color values as specified by `Text.addColor`. */ this.colors = []; this.setStyle(style); PIXI.Text.call(this, text, this.style); 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 ]; if (text !== ' ') { this.updateText(); } }; Phaser.Text.prototype = Object.create(PIXI.Text.prototype); Phaser.Text.prototype.constructor = Phaser.Text; /** * Automatically called by World.preUpdate. * * @method Phaser.Text#preUpdate */ Phaser.Text.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.tx, this.game.camera.y + this.worldTransform.ty); if (this.visible) { this._cache[3] = this.game.stage.currentRenderOrderID++; } // Update any Children for (var i = 0, len = this.children.length; i < len; i++) { this.children[i].preUpdate(); } return true; }; /** * Override and use this function in your own custom objects to handle any update requirements you may have. * * @method Phaser.Text#update */ Phaser.Text.prototype.update = function() { }; /** * Automatically called by World.postUpdate. * * @method Phaser.Text#postUpdate */ Phaser.Text.prototype.postUpdate = function () { 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; } // Update any Children for (var i = 0, len = this.children.length; i < len; i++) { this.children[i].postUpdate(); } }; /** * @method Phaser.Text#destroy * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called? */ Phaser.Text.prototype.destroy = function (destroyChildren) { if (this.game === null || this.destroyPhase) { return; } if (typeof destroyChildren === 'undefined') { destroyChildren = true; } this._cache[8] = 1; if (this.events) { this.events.onDestroy$dispatch(this); } if (this.parent) { if (this.parent instanceof Phaser.Group) { this.parent.remove(this); } else { this.parent.removeChild(this); } } this.texture.destroy(true); if (this.canvas.parentNode) { this.canvas.parentNode.removeChild(this.canvas); } else { this.canvas = null; this.context = null; } var i = this.children.length; if (destroyChildren) { while (i--) { this.children[i].destroy(destroyChildren); } } 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; }; /** * 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. * * @method Phaser.Text#setShadow * @param {number} [x=0] - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be. * @param {number} [y=0] - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be. * @param {string} [color='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. * @param {number} [blur=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). */ Phaser.Text.prototype.setShadow = function (x, y, color, blur) { if (typeof x === 'undefined') { x = 0; } if (typeof y === 'undefined') { y = 0; } if (typeof color === 'undefined') { color = 'rgba(0, 0, 0, 1)'; } if (typeof blur === 'undefined') { blur = 0; } this.style.shadowOffsetX = x; this.style.shadowOffsetY = y; this.style.shadowColor = color; this.style.shadowBlur = blur; this.dirty = true; }; /** * Set the style of the text by passing a single style object to it. * * @method Phaser.Text#setStyle * @param {object} [style] - The style properties to be set on the Text. * @param {string} [style.font='bold 20pt Arial'] - The style and size of the font. * @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'. * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text. * @param {string} [style.stroke='black'] - A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'. * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. Default is 0 (no stroke). * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used. * @param {number} [style.wordWrapWidth=100] - The width in pixels at which text will wrap. */ Phaser.Text.prototype.setStyle = function (style) { style = style || {}; style.font = style.font || 'bold 20pt Arial'; style.fill = style.fill || 'black'; style.align = style.align || 'left'; style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136 style.strokeThickness = style.strokeThickness || 0; style.wordWrap = style.wordWrap || false; style.wordWrapWidth = style.wordWrapWidth || 100; style.shadowOffsetX = style.shadowOffsetX || 0; style.shadowOffsetY = style.shadowOffsetY || 0; style.shadowColor = style.shadowColor || 'rgba(0,0,0,0)'; style.shadowBlur = style.shadowBlur || 0; this.style = style; this.dirty = true; }; /** * Renders text. This replaces the Pixi.Text.updateText function as we need a few extra bits in here. * * @method Phaser.Text#updateText * @private */ Phaser.Text.prototype.updateText = function () { this.texture.baseTexture.resolution = this.resolution; this.context.font = this.style.font; var outputText = this.text; if (this.style.wordWrap) { outputText = this.runWordWrap(this.text); } //split text into lines var lines = outputText.split(/(?:\r\n|\r|\n)/); //calculate text width var lineWidths = []; var maxLineWidth = 0; var fontProperties = this.determineFontProperties(this.style.font); for (var i = 0; i < lines.length; i++) { var lineWidth = this.context.measureText(lines[i]).width; lineWidths[i] = lineWidth; maxLineWidth = Math.max(maxLineWidth, lineWidth); } var width = maxLineWidth + this.style.strokeThickness; this.canvas.width = width * this.resolution; //calculate text height var lineHeight = fontProperties.fontSize + this.style.strokeThickness + this._lineSpacing; var height = (lineHeight + this._lineSpacing) * lines.length; this.canvas.height = height * this.resolution; this.context.scale(this.resolution, this.resolution); if (navigator.isCocoonJS) { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } this.context.fillStyle = this.style.fill; this.context.font = this.style.font; this.context.strokeStyle = this.style.stroke; this.context.textBaseline = 'alphabetic'; this.context.shadowOffsetX = this.style.shadowOffsetX; this.context.shadowOffsetY = this.style.shadowOffsetY; this.context.shadowColor = this.style.shadowColor; this.context.shadowBlur = this.style.shadowBlur; this.context.lineWidth = this.style.strokeThickness; this.context.lineCap = 'round'; this.context.lineJoin = 'round'; var linePositionX; var linePositionY; this._charCount = 0; //draw lines line by line for (i = 0; i < lines.length; i++) { linePositionX = this.style.strokeThickness / 2; linePositionY = (this.style.strokeThickness / 2 + i * lineHeight) + fontProperties.ascent; if (this.style.align === 'right') { linePositionX += maxLineWidth - lineWidths[i]; } else if (this.style.align === 'center') { linePositionX += (maxLineWidth - lineWidths[i]) / 2; } if (this.colors.length > 0) { this.updateLine(lines[i], linePositionX, linePositionY); } else { if (this.style.stroke && this.style.strokeThickness) { this.context.strokeText(lines[i], linePositionX, linePositionY); } if (this.style.fill) { this.context.fillText(lines[i], linePositionX, linePositionY); } } } this.updateTexture(); }; /** * Updates a line of text. * * @method Phaser.Text#updateLine * @private */ Phaser.Text.prototype.updateLine = function (line, x, y) { for (var i = 0; i < line.length; i++) { var letter = line[i]; if (this.colors[this._charCount]) { this.context.fillStyle = this.colors[this._charCount]; this.context.strokeStyle = this.colors[this._charCount]; } if (this.style.stroke && this.style.strokeThickness) { this.context.strokeText(letter, x, y); } if (this.style.fill) { this.context.fillText(letter, x, y); } x += this.context.measureText(letter).width; this._charCount++; } }; /** * Clears any previously set color stops. * * @method Phaser.Text#clearColors */ Phaser.Text.prototype.clearColors = function () { this.colors = []; this.dirty = true; }; /** * 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. * * @method Phaser.Text#addColor * @param {string} color - A canvas fillstyle that will be used on the text eg `red`, `#00FF00`, `rgba()`. * @param {number} position - The index of the character in the string to start applying this color value from. */ Phaser.Text.prototype.addColor = function (color, position) { this.colors[position] = color; this.dirty = true; }; /** * Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds. * * @method Phaser.Text#runWordWrap * @param {string} text - The text to perform word wrap detection against. * @private */ Phaser.Text.prototype.runWordWrap = function (text) { var result = ''; var lines = text.split('\n'); for (var i = 0; i < lines.length; i++) { var spaceLeft = this.style.wordWrapWidth; var words = lines[i].split(' '); for (var j = 0; j < words.length; j++) { var wordWidth = this.context.measureText(words[j]).width; var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width; if (wordWidthWithSpace > spaceLeft) { // Skip printing the newline if it's the first word of the line that is greater than the word wrap width. if (j > 0) { result += '\n'; } result += words[j] + ' '; spaceLeft = this.style.wordWrapWidth - wordWidth; } else { spaceLeft -= wordWidthWithSpace; result += words[j] + ' '; } } if (i < lines.length-1) { result += '\n'; } } return result; }; /** * 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.Text#angle * @property {number} angle - Gets or sets the angle of rotation in degrees. */ Object.defineProperty(Phaser.Text.prototype, 'angle', { get: function() { return Phaser.Math.radToDeg(this.rotation); }, set: function(value) { this.rotation = Phaser.Math.degToRad(value); } }); /** * The text string to be displayed by this Text object, taking into account the style settings. * @name Phaser.Text#text * @property {string} text - The text string to be displayed by this Text object, taking into account the style settings. */ Object.defineProperty(Phaser.Text.prototype, 'text', { get: function() { return this._text; }, set: function(value) { if (value !== this._text) { this._text = value.toString() || ' '; this.dirty = true; if (this.parent) { this.updateTransform(); } } } }); /** * @name Phaser.Text#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.Text.prototype, 'font', { get: function() { return this._font; }, set: function(value) { if (value !== this._font) { this._font = value.trim(); this.style.font = this._fontWeight + ' ' + this._fontSize + "px '" + this._font + "'"; this.dirty = true; if (this.parent) { this.updateTransform(); } } } }); /** * @name Phaser.Text#fontSize * @property {number} fontSize - The size of the font in pixels. */ Object.defineProperty(Phaser.Text.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._fontWeight + ' ' + this._fontSize + "px '" + this._font + "'"; this.dirty = true; if (this.parent) { this.updateTransform(); } } } }); /** * @name Phaser.Text#fontWeight * @property {number} fontWeight - The weight of the font: 'normal', 'bold', 'italic'. You can combine settings too, such as 'bold italic'. */ Object.defineProperty(Phaser.Text.prototype, 'fontWeight', { get: function() { return this._fontWeight; }, set: function(value) { if (value !== this._fontWeight) { this._fontWeight = value; this.style.font = this._fontWeight + ' ' + this._fontSize + "px '" + this._font + "'"; this.dirty = true; if (this.parent) { this.updateTransform(); } } } }); /** * @name Phaser.Text#fill * @property {object} fill - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'. */ Object.defineProperty(Phaser.Text.prototype, 'fill', { get: function() { return this.style.fill; }, set: function(value) { if (value !== this.style.fill) { this.style.fill = value; this.dirty = true; } } }); /** * @name Phaser.Text#align * @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text. */ Object.defineProperty(Phaser.Text.prototype, 'align', { get: function() { return this.style.align; }, set: function(value) { if (value !== this.style.align) { this.style.align = value; this.dirty = true; } } }); /** * @name Phaser.Text#stroke * @property {string} stroke - A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'. */ Object.defineProperty(Phaser.Text.prototype, 'stroke', { get: function() { return this.style.stroke; }, set: function(value) { if (value !== this.style.stroke) { this.style.stroke = value; this.dirty = true; } } }); /** * @name Phaser.Text#strokeThickness * @property {number} strokeThickness - A number that represents the thickness of the stroke. Default is 0 (no stroke) */ Object.defineProperty(Phaser.Text.prototype, 'strokeThickness', { get: function() { return this.style.strokeThickness; }, set: function(value) { if (value !== this.style.strokeThickness) { this.style.strokeThickness = value; this.dirty = true; } } }); /** * @name Phaser.Text#wordWrap * @property {boolean} wordWrap - Indicates if word wrap should be used. */ Object.defineProperty(Phaser.Text.prototype, 'wordWrap', { get: function() { return this.style.wordWrap; }, set: function(value) { if (value !== this.style.wordWrap) { this.style.wordWrap = value; this.dirty = true; } } }); /** * @name Phaser.Text#wordWrapWidth * @property {number} wordWrapWidth - The width at which text will wrap. */ Object.defineProperty(Phaser.Text.prototype, 'wordWrapWidth', { get: function() { return this.style.wordWrapWidth; }, set: function(value) { if (value !== this.style.wordWrapWidth) { this.style.wordWrapWidth = value; this.dirty = true; } } }); /** * @name Phaser.Text#lineSpacing * @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line. */ Object.defineProperty(Phaser.Text.prototype, 'lineSpacing', { get: function() { return this._lineSpacing; }, set: function(value) { if (value !== this._lineSpacing) { this._lineSpacing = parseFloat(value); this.dirty = true; if (this.parent) { this.updateTransform(); } } } }); /** * @name Phaser.Text#shadowOffsetX * @property {number} shadowOffsetX - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be. */ Object.defineProperty(Phaser.Text.prototype, 'shadowOffsetX', { get: function() { return this.style.shadowOffsetX; }, set: function(value) { if (value !== this.style.shadowOffsetX) { this.style.shadowOffsetX = value; this.dirty = true; } } }); /** * @name Phaser.Text#shadowOffsetY * @property {number} shadowOffsetY - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be. */ Object.defineProperty(Phaser.Text.prototype, 'shadowOffsetY', { get: function() { return this.style.shadowOffsetY; }, set: function(value) { if (value !== this.style.shadowOffsetY) { this.style.shadowOffsetY = value; this.dirty = true; } } }); /** * @name Phaser.Text#shadowColor * @property {string} shadowColor - The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow. */ Object.defineProperty(Phaser.Text.prototype, 'shadowColor', { get: function() { return this.style.shadowColor; }, set: function(value) { if (value !== this.style.shadowColor) { this.style.shadowColor = value; this.dirty = true; } } }); /** * @name Phaser.Text#shadowBlur * @property {number} shadowBlur - 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). */ Object.defineProperty(Phaser.Text.prototype, 'shadowBlur', { get: function() { return this.style.shadowBlur; }, set: function(value) { if (value !== this.style.shadowBlur) { this.style.shadowBlur = value; 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.Text#inputEnabled * @property {boolean} inputEnabled - Set to true to allow this object to receive input events. */ Object.defineProperty(Phaser.Text.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 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 * * @name Phaser.Text#fixedToCamera * @property {boolean} fixedToCamera - Set to true to fix this Text to the Camera at its current world coordinates. */ Object.defineProperty(Phaser.Text.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.Text#destroyPhase * @property {boolean} destroyPhase - True if this object is currently being destroyed. */ Object.defineProperty(Phaser.Text.prototype, "destroyPhase", { get: function () { return !!this._cache[8]; } });