/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ Phaser.GameObject.RetroFont.FACTORY_KEY = 'retroFont'; /** * Create a new RetroFont object. * * A RetroFont can be used as a texture for an Image or Sprite and optionally add it to the Cache. * A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set. * If you need variable width character support then use a BitmapText object instead. The main difference between a RetroFont and a BitmapText * is that a RetroFont creates a single texture that you can apply to a game object, where-as a BitmapText creates one Sprite object per letter of text. * The texture can be asssigned or one or multiple images/sprites, but note that the text the RetroFont uses will be shared across them all, * i.e. if you need each Image to have different text in it, then you need to create multiple RetroFont objects. * * @method Phaser.GameObject.Factory#retroFont * @param {string} font - The key of the image in the Game.Cache that the RetroFont will use. * @param {number} characterWidth - The width of each character in the font set. * @param {number} characterHeight - The height of each character in the font set. * @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements. * @param {number} charsPerRow - The number of characters per row in the font set. * @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here. * @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here. * @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here. * @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here. * @return {Phaser.RetroFont} The newly created RetroFont texture which can be applied to an Image or Sprite. */ Phaser.GameObject.RetroFont.FACTORY_ADD = function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) { return new Phaser.GameObject.RetroFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset); }; /** * Create a new RetroFont object. * * A RetroFont can be used as a texture for an Image or Sprite and optionally add it to the Cache. * A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set. * If you need variable width character support then use a BitmapText object instead. The main difference between a RetroFont and a BitmapText * is that a RetroFont creates a single texture that you can apply to a game object, where-as a BitmapText creates one Sprite object per letter of text. * The texture can be asssigned or one or multiple images/sprites, but note that the text the RetroFont uses will be shared across them all, * i.e. if you need each Image to have different text in it, then you need to create multiple RetroFont objects. * * @method Phaser.GameObjectCreator#retroFont * @param {string} font - The key of the image in the Game.Cache that the RetroFont will use. * @param {number} characterWidth - The width of each character in the font set. * @param {number} characterHeight - The height of each character in the font set. * @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements. * @param {number} charsPerRow - The number of characters per row in the font set. * @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here. * @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here. * @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here. * @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here. * @return {Phaser.RetroFont} The newly created RetroFont texture which can be applied to an Image or Sprite. */ Phaser.GameObject.RetroFont.FACTORY_MAKE = function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) { return new Phaser.GameObject.RetroFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset); };