/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ Phaser.GameObject.BitmapText.FACTORY_KEY = 'bitmapText'; /** * Create a new BitmapText object. * * BitmapText objects work by taking a texture file and an XML file that describes the font structure. * It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to * match the font structure. * * BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability * to use Web Fonts. However you trade this flexibility for pure rendering speed. You can also create visually compelling BitmapTexts by * processing the font texture in an image editor first, applying fills and any other effects required. * * To create multi-line text insert \r, \n or \r\n escape codes into the text string. * * To create a BitmapText data files you can use: * * BMFont (Windows, free): http://www.angelcode.com/products/bmfont/ * Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner * Littera (Web-based, free): http://kvazars.com/littera/ * * @method Phaser.GameObject.Factory#bitmapText * @param {number} x - X coordinate to display the BitmapText object at. * @param {number} y - Y coordinate to display the BitmapText object at. * @param {string} font - The key of the BitmapText as stored in Phaser.Cache. * @param {string} [text=''] - The text that will be rendered. This can also be set later via BitmapText.text. * @param {number} [size=32] - The size the font will be rendered at in pixels. * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group. * @return {Phaser.BitmapText} The newly created bitmapText object. */ Phaser.GameObject.BitmapText.FACTORY_ADD = function (x, y, font, text, size, group) { if (group === undefined) { group = this.world; } return group.add(new Phaser.GameObject.BitmapText(this.game, x, y, font, text, size)); }; /** * Create a new BitmapText object. * * BitmapText objects work by taking a texture file and an XML file that describes the font structure. * It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to * match the font structure. * * BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability * to use Web Fonts. However you trade this flexibility for pure rendering speed. You can also create visually compelling BitmapTexts by * processing the font texture in an image editor first, applying fills and any other effects required. * * To create multi-line text insert \r, \n or \r\n escape codes into the text string. * * To create a BitmapText data files you can use: * * BMFont (Windows, free): http://www.angelcode.com/products/bmfont/ * Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner * Littera (Web-based, free): http://kvazars.com/littera/ * * @method Phaser.GameObjectCreator#bitmapText * @param {number} x - X coordinate to display the BitmapText object at. * @param {number} y - Y coordinate to display the BitmapText object at. * @param {string} font - The key of the BitmapText as stored in Phaser.Cache. * @param {string} [text=''] - The text that will be rendered. This can also be set later via BitmapText.text. * @param {number} [size=32] - The size the font will be rendered at in pixels. * @param {string} [align='left'] - The alignment of multi-line text. Has no effect if there is only one line of text. * @return {Phaser.BitmapText} The newly created bitmapText object. */ Phaser.GameObject.BitmapText.FACTORY_MAKE = function (x, y, font, text, size, align) { return new Phaser.GameObject.BitmapText(this.game, x, y, font, text, size, align); };