/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} * @module Phaser.Text */ /** * Create a new Text. * @class Phaser.Text * @classdesc Description of class. * @constructor * @param {Phaser.Game} game - Current game instance. * @param {Description} x - Description. * @param {Description} y - Description. * @param {string} text - Description. * @param {string} style - Description. */ Phaser.Text = function (game, x, y, text, style) { x = x || 0; y = y || 0; text = text || ''; style = style || ''; // If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all /** * @property {bool} exists - Description. * @default */ this.exists = true; // This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering /** * @property {bool} alive - Description. * @default */ this.alive = true; /** * @property {Description} group - Description. * @default */ this.group = null; /** * @property {string} name - Description. * @default */ this.name = ''; /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; this._text = text; this._style = style; PIXI.Text.call(this, text, style); /** * @property {Description} type - Description. */ this.type = Phaser.TEXT; /** * @property {Description} position - Description. */ this.position.x = this.x = x; this.position.y = this.y = y; // Replaces the PIXI.Point with a slightly more flexible one /** * @property {Phaser.Point} anchor - Description. */ this.anchor = new Phaser.Point(); /** * @property {Phaser.Point} scale - Description. */ this.scale = new Phaser.Point(1, 1); // Influence of camera movement upon the position /** * @property {Phaser.Point} scrollFactor - Description. */ this.scrollFactor = new Phaser.Point(1, 1); // A mini cache for storing all of the calculated values /** * @property {Description} _cache - Description. * @private */ this._cache = { dirty: false, // Transform cache a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1, // The previous calculated position inc. camera x/y and scrollFactor x: -1, y: -1, // The actual scale values based on the worldTransform scaleX: 1, scaleY: 1 }; this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x); this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y); /** * @property {bool} renderable - Description. */ this.renderable = true; }; Phaser.Text.prototype = Object.create(PIXI.Text.prototype); Phaser.Text.prototype.constructor = Phaser.Text; /** * Automatically called by World.update. * @method Phaser.Text.prototype.update */ Phaser.Text.prototype.update = function() { if (!this.exists) { return; } this._cache.dirty = false; this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x); this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y); if (this.position.x != this._cache.x || this.position.y != this._cache.y) { this.position.x = this._cache.x; this.position.y = this._cache.y; this._cache.dirty = true; } } /** * Get * @returns {Description} *//** * Set * @param {Description} value - Description */ Object.defineProperty(Phaser.Text.prototype, 'angle', { get: function() { return Phaser.Math.radToDeg(this.rotation); }, set: function(value) { this.rotation = Phaser.Math.degToRad(value); } }); Object.defineProperty(Phaser.Text.prototype, 'content', { get: function() { return this._text; }, set: function(value) { // Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws if (value !== this._text) { this._text = value; this.setText(value); } } }); Object.defineProperty(Phaser.Text.prototype, 'font', { get: function() { return this._style; }, set: function(value) { // Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws if (value !== this._style) { this._style = value; this.setStyle(value); } } });