/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Create a new game object for displaying Text. * * This uses a local hidden Canvas object and renders the type into it. It then makes a texture from this for rendering to the view. * Because of this you can only display fonts that are currently loaded and available to the browser: fonts must be pre-loaded. * * See {@link http://www.jordanm.co.uk/tinytype this compatibility table} for the available default fonts across mobile browsers. * * @class Phaser.GameObject.Text * @extends Phaser.Sprite * @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 properties to be set on the Text. * @param {string} [style.font='bold 20pt Arial'] - The style and size of the font. * @param {string} [style.fontStyle=(from font)] - The style of the font (eg. 'italic'): overrides the value in `style.font`. * @param {string} [style.fontVariant=(from font)] - The variant of the font (eg. 'small-caps'): overrides the value in `style.font`. * @param {string} [style.fontWeight=(from font)] - The weight of the font (eg. 'bold'): overrides the value in `style.font`. * @param {string|number} [style.fontSize=(from font)] - The size of the font (eg. 32 or '32px'): overrides the value in `style.font`. * @param {string} [style.backgroundColor=null] - A canvas fillstyle that will be used as the background for the whole Text object. Set to `null` to disable. * @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'. * @param {string} [style.align='left'] - Horizontal alignment of each line in multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text (see `textBounds` and `boundsAlignH` for that). * @param {string} [style.boundsAlignH='left'] - Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'. * @param {string} [style.boundsAlignV='top'] - Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'. * @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. * @param {number} [style.maxLines=0] - The maximum number of lines to be shown for wrapped text. * @param {number} [style.tabs=0] - The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an array of varying tab sizes, one per tab stop. */ Phaser.GameObject.Text = function (game, x, y, text, style) { x = x || 0; y = y || 0; if (text === undefined || text === null) { text = ''; } else { text = text.toString(); } style = Phaser.Utils.extend({}, style); /** * @property {number} type - The const type of this object. * @default */ this.type = Phaser.TEXT; /** * @property {number} physicsType - The const physics body type of this object. * @readonly */ this.physicsType = Phaser.SPRITE; /** * Specify a padding value which is added to the line width and height when calculating the Text size. * ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions. * @property {Phaser.Point} padding */ this.padding = new Phaser.Point(); /** * The textBounds property allows you to specify a rectangular region upon which text alignment is based. * See `Text.setTextBounds` for more details. * @property {Phaser.Rectangle} textBounds * @readOnly */ this.textBounds = null; /** * @property {HTMLCanvasElement} canvas - The canvas element that the text is rendered. */ this.canvas = Phaser.CanvasPool.create(this); /** * @property {HTMLCanvasElement} context - The context of the canvas element that the text is rendered to. */ this.context = this.canvas.getContext('2d'); /** * @property {array} colors - An array of the color values as specified by {@link Phaser.GameObject.Text#addColor addColor}. */ this.colors = []; /** * @property {array} strokeColors - An array of the stroke color values as specified by {@link Phaser.GameObject.Text#addStrokeColor addStrokeColor}. */ this.strokeColors = []; /** * @property {array} fontStyles - An array of the font styles values as specified by {@link Phaser.GameObject.Text#addFontStyle addFontStyle}. */ this.fontStyles = []; /** * @property {array} fontWeights - An array of the font weights values as specified by {@link Phaser.GameObject.Text#addFontWeight addFontWeight}. */ this.fontWeights = []; /** * Should the linePositionX and Y values be automatically rounded before rendering the Text? * You may wish to enable this if you want to remove the effect of sub-pixel aliasing from text. * @property {boolean} autoRound * @default */ this.autoRound = false; /** * Will this Text object use Basic or Advanced Word Wrapping? * * Advanced wrapping breaks long words if they are the first of a line, and repeats the process as necessary. * White space is condensed (e.g., consecutive spaces are replaced with one). * Lines are trimmed of white space before processing. * * It throws an error if wordWrapWidth is less than a single character. * @property {boolean} useAdvancedWrap * @default */ this.useAdvancedWrap = false; /** * The Regular Expression that is used to split the text up into lines, in * multi-line text. By default this is `/(?:\r\n|\r|\n)/`. * You can change this RegExp to be anything else that you may need. * @property {Object} splitRegExp */ this.splitRegExp = /(?:\r\n|\r|\n)/; /** * @property {number} _res - Internal canvas resolution var. * @private */ this._res = game.resolution; /** * @property {string} _text - Internal cache var. * @private */ this._text = text; /** * @property {object} _fontComponents - The font, broken down into components, set in `setStyle`. * @private */ this._fontComponents = null; /** * @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 {number} _width - Internal width var. * @private */ this._width = 0; /** * @property {number} _height - Internal height var. * @private */ this._height = 0; Phaser.Sprite.call(this, game, x, y, PIXI.Texture.fromCanvas(this.canvas)); this.setStyle(style); if (text !== '') { this.updateText(); } }; Phaser.GameObject.Text.prototype = Object.create(Phaser.GameObject.Sprite.prototype); Phaser.GameObject.Text.prototype.constructor = Phaser.GameObject.Text; /** * Automatically called by World.preUpdate. * * @method Phaser.GameObject.Text#preUpdate * @protected */ Phaser.GameObject.Text.prototype.preUpdate = function () { if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld()) { return false; } return this.preUpdateCore(); }; /** * Override this function to handle any special update requirements. * * @method Phaser.GameObject.Text#update * @protected */ Phaser.GameObject.Text.prototype.update = function() { }; /** * Destroy this Text object, removing it from the group it belongs to. * * @method Phaser.GameObject.Text#destroy * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called? */ Phaser.GameObject.Text.prototype.destroy = function (destroyChildren) { this.texture.destroy(true); Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren); }; /** * 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.GameObject.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). * @param {boolean} [shadowStroke=true] - Apply the drop shadow to the Text stroke (if set). * @param {boolean} [shadowFill=true] - Apply the drop shadow to the Text fill (if set). * @return {Phaser.GameObject.Text} This Text instance. */ Phaser.GameObject.Text.prototype.setShadow = function (x, y, color, blur, shadowStroke, shadowFill) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (color === undefined) { color = 'rgba(0, 0, 0, 1)'; } if (blur === undefined) { blur = 0; } if (shadowStroke === undefined) { shadowStroke = true; } if (shadowFill === undefined) { shadowFill = true; } this.style.shadowOffsetX = x; this.style.shadowOffsetY = y; this.style.shadowColor = color; this.style.shadowBlur = blur; this.style.shadowStroke = shadowStroke; this.style.shadowFill = shadowFill; this.dirty = true; return this; }; /** * Set the style of the text by passing a single style object to it. * * @method Phaser.GameObject.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.fontStyle=(from font)] - The style of the font (eg. 'italic'): overrides the value in `style.font`. * @param {string} [style.fontVariant=(from font)] - The variant of the font (eg. 'small-caps'): overrides the value in `style.font`. * @param {string} [style.fontWeight=(from font)] - The weight of the font (eg. 'bold'): overrides the value in `style.font`. * @param {string|number} [style.fontSize=(from font)] - The size of the font (eg. 32 or '32px'): overrides the value in `style.font`. * @param {string} [style.backgroundColor=null] - A canvas fillstyle that will be used as the background for the whole Text object. Set to `null` to disable. * @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'. * @param {string} [style.align='left'] - Horizontal alignment of each line in multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text (see `textBounds` and `boundsAlignH` for that). * @param {string} [style.boundsAlignH='left'] - Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'. * @param {string} [style.boundsAlignV='top'] - Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'. * @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. * @param {number} [style.maxLines=0] - The maximum number of lines to be shown for wrapped text. * @param {number|array} [style.tabs=0] - The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an array of varying tab sizes, one per tab stop. * @param {boolean} [update=false] - Immediately update the Text object after setting the new style? Or wait for the next frame. * @return {Phaser.GameObject.Text} This Text instance. */ Phaser.GameObject.Text.prototype.setStyle = function (style, update) { if (update === undefined) { update = false; } style = style || {}; style.font = style.font || 'bold 20pt Arial'; style.backgroundColor = style.backgroundColor || null; style.fill = style.fill || 'black'; style.align = style.align || 'left'; style.boundsAlignH = style.boundsAlignH || 'left'; style.boundsAlignV = style.boundsAlignV || 'top'; 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.maxLines = style.maxLines || 0; style.shadowOffsetX = style.shadowOffsetX || 0; style.shadowOffsetY = style.shadowOffsetY || 0; style.shadowColor = style.shadowColor || 'rgba(0,0,0,0)'; style.shadowBlur = style.shadowBlur || 0; style.tabs = style.tabs || 0; var components = this.fontToComponents(style.font); if (style.fontStyle) { components.fontStyle = style.fontStyle; } if (style.fontVariant) { components.fontVariant = style.fontVariant; } if (style.fontWeight) { components.fontWeight = style.fontWeight; } if (style.fontSize) { if (typeof style.fontSize === 'number') { style.fontSize = style.fontSize + 'px'; } components.fontSize = style.fontSize; } this._fontComponents = components; style.font = this.componentsToFont(this._fontComponents); this.style = style; this.dirty = true; if (update) { this.updateText(); } return this; }; /** * Renders text to the internal canvas. * * @method Phaser.GameObject.Text#updateText * @private */ Phaser.GameObject.Text.prototype.updateText = function () { this.texture.baseTexture.resolution = this._res; 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(this.splitRegExp); // Calculate text width var tabs = this.style.tabs; var lineWidths = []; var maxLineWidth = 0; var fontProperties = this.determineFontProperties(this.style.font); var drawnLines = lines.length; if (this.style.maxLines > 0 && this.style.maxLines < lines.length) { drawnLines = this.style.maxLines; } this._charCount = 0; for (var i = 0; i < drawnLines; i++) { if (tabs === 0) { // Simple layout (no tabs) var lineWidth = this.style.strokeThickness + this.padding.x; if (this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0) { lineWidth += this.measureLine(lines[i]); } else { lineWidth += this.context.measureText(lines[i]).width; } // Adjust for wrapped text if (this.style.wordWrap) { lineWidth -= this.context.measureText(' ').width; } } else { // Complex layout (tabs) var line = lines[i].split(/(?:\t)/); var lineWidth = this.padding.x + this.style.strokeThickness; if (Array.isArray(tabs)) { var tab = 0; for (var c = 0; c < line.length; c++) { var section = 0; if (this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0) { section = this.measureLine(line[c]); } else { section = Math.ceil(this.context.measureText(line[c]).width); } if (c > 0) { tab += tabs[c - 1]; } lineWidth = tab + section; } } else { for (var c = 0; c < line.length; c++) { // How far to the next tab? if (this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0) { lineWidth += this.measureLine(line[c]); } else { lineWidth += Math.ceil(this.context.measureText(line[c]).width); } var diff = this.game.math.snapToCeil(lineWidth, tabs) - lineWidth; lineWidth += diff; } } } lineWidths[i] = Math.ceil(lineWidth); maxLineWidth = Math.max(maxLineWidth, lineWidths[i]); } this.canvas.width = maxLineWidth * this._res; // Calculate text height var lineHeight = fontProperties.fontSize + this.style.strokeThickness + this.padding.y; var height = lineHeight * drawnLines; var lineSpacing = this._lineSpacing; if (lineSpacing < 0 && Math.abs(lineSpacing) > lineHeight) { lineSpacing = -lineHeight; } // Adjust for line spacing if (lineSpacing !== 0) { height += (lineSpacing > 0) ? lineSpacing * lines.length : lineSpacing * (lines.length - 1); } this.canvas.height = height * this._res; this.context.scale(this._res, this._res); if (navigator.isCocoonJS) { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } if (this.style.backgroundColor) { this.context.fillStyle = this.style.backgroundColor; this.context.fillRect(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.lineWidth = this.style.strokeThickness; this.context.lineCap = 'round'; this.context.lineJoin = 'round'; // HERE var linePositionX; var linePositionY; this._charCount = 0; // Draw text line by line for (i = 0; i < drawnLines; i++) { // Split the line by linePositionX = this.style.strokeThickness / 2; linePositionY = (this.style.strokeThickness / 2 + i * lineHeight) + fontProperties.ascent; if (i > 0) { linePositionY += (lineSpacing * i); } if (this.style.align === 'right') { linePositionX += maxLineWidth - lineWidths[i]; } else if (this.style.align === 'center') { linePositionX += (maxLineWidth - lineWidths[i]) / 2; } if (this.autoRound) { linePositionX = Math.round(linePositionX); linePositionY = Math.round(linePositionY); } if (this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0) { this.updateLine(lines[i], linePositionX, linePositionY); } else { if (this.style.stroke && this.style.strokeThickness) { this.updateShadow(this.style.shadowStroke); if (tabs === 0) { this.context.strokeText(lines[i], linePositionX, linePositionY); } else { this.renderTabLine(lines[i], linePositionX, linePositionY, false); } } if (this.style.fill) { this.updateShadow(this.style.shadowFill); if (tabs === 0) { this.context.fillText(lines[i], linePositionX, linePositionY); } else { this.renderTabLine(lines[i], linePositionX, linePositionY, true); } } } } this.updateTexture(); this.dirty = false; }; /** * Renders a line of text that contains tab characters if Text.tab > 0. * Called automatically by updateText. * * @method Phaser.GameObject.Text#renderTabLine * @private * @param {string} line - The line of text to render. * @param {integer} x - The x position to start rendering from. * @param {integer} y - The y position to start rendering from. * @param {boolean} fill - If true uses fillText, if false uses strokeText. */ Phaser.GameObject.Text.prototype.renderTabLine = function (line, x, y, fill) { var text = line.split(/(?:\t)/); var tabs = this.style.tabs; var snap = 0; if (Array.isArray(tabs)) { var tab = 0; for (var c = 0; c < text.length; c++) { if (c > 0) { tab += tabs[c - 1]; } snap = x + tab; if (fill) { this.context.fillText(text[c], snap, y); } else { this.context.strokeText(text[c], snap, y); } } } else { for (var c = 0; c < text.length; c++) { var section = Math.ceil(this.context.measureText(text[c]).width); // How far to the next tab? snap = this.game.math.snapToCeil(x, tabs); if (fill) { this.context.fillText(text[c], snap, y); } else { this.context.strokeText(text[c], snap, y); } x = snap + section; } } }; /** * Sets the Shadow on the Text.context based on the Style settings, or disables it if not enabled. * This is called automatically by Text.updateText. * * @method Phaser.GameObject.Text#updateShadow * @param {boolean} state - If true the shadow will be set to the Style values, otherwise it will be set to zero. */ Phaser.GameObject.Text.prototype.updateShadow = function (state) { if (state) { this.context.shadowOffsetX = this.style.shadowOffsetX; this.context.shadowOffsetY = this.style.shadowOffsetY; this.context.shadowColor = this.style.shadowColor; this.context.shadowBlur = this.style.shadowBlur; } else { this.context.shadowOffsetX = 0; this.context.shadowOffsetY = 0; this.context.shadowColor = 0; this.context.shadowBlur = 0; } }; /** * Measures a line of text character by character taking into the account the specified character styles. * * @method Phaser.GameObject.Text#measureLine * @private * @param {string} line - The line of text to measure. * @return {integer} length of the line. */ Phaser.GameObject.Text.prototype.measureLine = function (line) { var lineLength = 0; for (var i = 0; i < line.length; i++) { var letter = line[i]; if (this.fontWeights.length > 0 || this.fontStyles.length > 0) { var components = this.fontToComponents(this.context.font); if (this.fontStyles[this._charCount]) { components.fontStyle = this.fontStyles[this._charCount]; } if (this.fontWeights[this._charCount]) { components.fontWeight = this.fontWeights[this._charCount]; } this.context.font = this.componentsToFont(components); } if (this.style.stroke && this.style.strokeThickness) { if (this.strokeColors[this._charCount]) { this.context.strokeStyle = this.strokeColors[this._charCount]; } this.updateShadow(this.style.shadowStroke); } if (this.style.fill) { if (this.colors[this._charCount]) { this.context.fillStyle = this.colors[this._charCount]; } this.updateShadow(this.style.shadowFill); } lineLength += this.context.measureText(letter).width; this._charCount++; } return Math.ceil(lineLength); }; /** * Updates a line of text, applying fill and stroke per-character colors or style and weight per-character font if applicable. * * @method Phaser.GameObject.Text#updateLine * @private */ Phaser.GameObject.Text.prototype.updateLine = function (line, x, y) { for (var i = 0; i < line.length; i++) { var letter = line[i]; if (this.fontWeights.length > 0 || this.fontStyles.length > 0) { var components = this.fontToComponents(this.context.font); if (this.fontStyles[this._charCount]) { components.fontStyle = this.fontStyles[this._charCount]; } if (this.fontWeights[this._charCount]) { components.fontWeight = this.fontWeights[this._charCount]; } this.context.font = this.componentsToFont(components); } if (this.style.stroke && this.style.strokeThickness) { if (this.strokeColors[this._charCount]) { this.context.strokeStyle = this.strokeColors[this._charCount]; } this.updateShadow(this.style.shadowStroke); this.context.strokeText(letter, x, y); } if (this.style.fill) { if (this.colors[this._charCount]) { this.context.fillStyle = this.colors[this._charCount]; } this.updateShadow(this.style.shadowFill); this.context.fillText(letter, x, y); } x += this.context.measureText(letter).width; this._charCount++; } }; /** * Clears any text fill or stroke colors that were set by `addColor` or `addStrokeColor`. * * @method Phaser.GameObject.Text#clearColors * @return {Phaser.GameObject.Text} This Text instance. */ Phaser.GameObject.Text.prototype.clearColors = function () { this.colors = []; this.strokeColors = []; this.dirty = true; return this; }; /** * Clears any text styles or weights font that were set by `addFontStyle` or `addFontWeight`. * * @method Phaser.GameObject.Text#clearFontValues * @return {Phaser.GameObject.Text} This Text instance. */ Phaser.GameObject.Text.prototype.clearFontValues = function () { this.fontStyles = []; this.fontWeights = []; this.dirty = true; return this; }; /** * Set specific colors for certain characters 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. * * If you wish to change the stroke color see addStrokeColor instead. * * @method Phaser.GameObject.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. * @return {Phaser.GameObject.Text} This Text instance. */ Phaser.GameObject.Text.prototype.addColor = function (color, position) { this.colors[position] = color; this.dirty = true; return this; }; /** * Set specific stroke colors for certain characters 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. * * This has no effect if stroke is disabled or has a thickness of 0. * * If you wish to change the text fill color see addColor instead. * * @method Phaser.GameObject.Text#addStrokeColor * @param {string} color - A canvas fillstyle that will be used on the text stroke eg `red`, `#00FF00`, `rgba()`. * @param {number} position - The index of the character in the string to start applying this color value from. * @return {Phaser.GameObject.Text} This Text instance. */ Phaser.GameObject.Text.prototype.addStrokeColor = function (color, position) { this.strokeColors[position] = color; this.dirty = true; return this; }; /** * Set specific font styles for certain characters within the Text. * * It works by taking a font style value, which is a typical string such as `normal`, `italic` or `oblique`. * The position value is the index of the character in the Text string to start applying this font style to. * Once set the font style remains in use until either another font style or the end of the string is encountered. * For example if the Text was `Photon Storm` and you did `Text.addFontStyle('italic', 6)` it would font style in the word `Storm` in italic. * * If you wish to change the text font weight see addFontWeight instead. * * @method Phaser.GameObject.Text#addFontStyle * @param {string} style - A canvas font-style that will be used on the text style eg `normal`, `italic`, `oblique`. * @param {number} position - The index of the character in the string to start applying this font style value from. * @return {Phaser.GameObject.Text} This Text instance. */ Phaser.GameObject.Text.prototype.addFontStyle = function (style, position) { this.fontStyles[position] = style; this.dirty = true; return this; }; /** * Set specific font weights for certain characters within the Text. * * It works by taking a font weight value, which is a typical string such as `normal`, `bold`, `bolder`, etc. * The position value is the index of the character in the Text string to start applying this font weight to. * Once set the font weight remains in use until either another font weight or the end of the string is encountered. * For example if the Text was `Photon Storm` and you did `Text.addFontWeight('bold', 6)` it would font weight in the word `Storm` in bold. * * If you wish to change the text font style see addFontStyle instead. * * @method Phaser.GameObject.Text#addFontWeight * @param {string} style - A canvas font-weight that will be used on the text weight eg `normal`, `bold`, `bolder`, `lighter`, etc. * @param {number} position - The index of the character in the string to start applying this font weight value from. * @return {Phaser.GameObject.Text} This Text instance. */ Phaser.GameObject.Text.prototype.addFontWeight = function (weight, position) { this.fontWeights[position] = weight; this.dirty = true; return this; }; /** * Runs the given text through the Text.runWordWrap function and returns * the results as an array, where each element of the array corresponds to a wrapped * line of text. * * Useful if you wish to control pagination on long pieces of content. * * @method Phaser.GameObject.Text#precalculateWordWrap * @param {string} text - The text for which the wrapping will be calculated. * @return {array} An array of strings with the pieces of wrapped text. */ Phaser.GameObject.Text.prototype.precalculateWordWrap = function (text) { this.texture.baseTexture.resolution = this._res; this.context.font = this.style.font; var wrappedLines = this.runWordWrap(text); return wrappedLines.split(/(?:\r\n|\r|\n)/); }; /** * Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds. * * @method Phaser.GameObject.Text#runWordWrap * @param {string} text - The text to perform word wrap detection against. * @private */ Phaser.GameObject.Text.prototype.runWordWrap = function (text) { if (this.useAdvancedWrap) { return this.advancedWordWrap(text); } else { return this.basicWordWrap(text); } }; /** * Advanced wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds. * White space is condensed (e.g., consecutive spaces are replaced with one). * Lines are trimmed of white space before processing. * Throws an error if the user was smart enough to specify a wordWrapWidth less than a single character. * * @method Phaser.GameObject.Text#advancedWordWrap * @param {string} text - The text to perform word wrap detection against. * @private */ Phaser.GameObject.Text.prototype.advancedWordWrap = function (text) { var context = this.context; var wordWrapWidth = this.style.wordWrapWidth; var output = ''; // (1) condense whitespace // (2) split into lines var lines = text .replace(/ +/gi, ' ') .split(/\r?\n/gi); var linesCount = lines.length; for (var i = 0; i < linesCount; i++) { var line = lines[i]; var out = ''; // trim whitespace line = line.replace(/^ *|\s*$/gi, ''); // if entire line is less than wordWrapWidth // append the entire line and exit early var lineWidth = context.measureText(line).width; if (lineWidth < wordWrapWidth) { output += line + '\n'; continue; } // otherwise, calculate new lines var currentLineWidth = wordWrapWidth; // split into words var words = line.split(' '); for (var j = 0; j < words.length; j++) { var word = words[j]; var wordWithSpace = word + ' '; var wordWidth = context.measureText(wordWithSpace).width; if (wordWidth > currentLineWidth) { // break word if (j === 0) { // shave off letters from word until it's small enough var newWord = wordWithSpace; while (newWord.length) { newWord = newWord.slice(0, -1); wordWidth = context.measureText(newWord).width; if (wordWidth <= currentLineWidth) { break; } } // if wordWrapWidth is too small for even a single // letter, shame user failure with a fatal error if (!newWord.length) { throw new Error('This text\'s wordWrapWidth setting is less than a single character!'); } // replace current word in array with remainder var secondPart = word.substr(newWord.length); words[j] = secondPart; // append first piece to output out += newWord; } // if existing word length is 0, don't include it var offset = (words[j].length) ? j : j + 1; // collapse rest of sentence var remainder = words.slice(offset).join(' ') // remove any trailing white space .replace(/[ \n]*$/gi, ''); // prepend remainder to next line lines[i + 1] = remainder + ' ' + (lines[i + 1] || ''); linesCount = lines.length; break; // processing on this line // append word with space to output } else { out += wordWithSpace; currentLineWidth -= wordWidth; } } // append processed line to output output += out.replace(/[ \n]*$/gi, '') + '\n'; } // trim the end of the string output = output.replace(/[\s|\n]*$/gi, ''); return output; }; /** * Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds. * * @method Phaser.GameObject.Text#basicWordWrap * @param {string} text - The text to perform word wrap detection against. * @private */ Phaser.GameObject.Text.prototype.basicWordWrap = 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; }; /** * Updates the internal `style.font` if it now differs according to generation from components. * * @method Phaser.GameObject.Text#updateFont * @private * @param {object} components - Font components. */ Phaser.GameObject.Text.prototype.updateFont = function (components) { var font = this.componentsToFont(components); if (this.style.font !== font) { this.style.font = font; this.dirty = true; if (this.parent) { this.updateTransform(); } } }; /** * Converting a short CSS-font string into the relevant components. * * @method Phaser.GameObject.Text#fontToComponents * @private * @param {string} font - a CSS font string */ Phaser.GameObject.Text.prototype.fontToComponents = function (font) { // The format is specified in http://www.w3.org/TR/CSS2/fonts.html#font-shorthand: // style - normal | italic | oblique | inherit // variant - normal | small-caps | inherit // weight - normal | bold | bolder | lighter | 100 | 200 | 300 | 400 | 500 | 600 | 700 | 800 | 900 | inherit // size - xx-small | x-small | small | medium | large | x-large | xx-large, // larger | smaller // {number} (em | ex | ch | rem | vh | vw | vmin | vmax | px | mm | cm | in | pt | pc | %) // font-family - rest (but identifiers or quoted with comma separation) var m = font.match(/^\s*(?:\b(normal|italic|oblique|inherit)?\b)\s*(?:\b(normal|small-caps|inherit)?\b)\s*(?:\b(normal|bold|bolder|lighter|100|200|300|400|500|600|700|800|900|inherit)?\b)\s*(?:\b(xx-small|x-small|small|medium|large|x-large|xx-large|larger|smaller|0|\d*(?:[.]\d*)?(?:%|[a-z]{2,5}))?\b)\s*(.*)\s*$/); if (m) { var family = m[5].trim(); // If it looks like the value should be quoted, but isn't, then quote it. if (!/^(?:inherit|serif|sans-serif|cursive|fantasy|monospace)$/.exec(family) && !/['",]/.exec(family)) { family = "'" + family + "'"; } return { font: font, fontStyle: m[1] || 'normal', fontVariant: m[2] || 'normal', fontWeight: m[3] || 'normal', fontSize: m[4] || 'medium', fontFamily: family }; } else { console.warn("Phaser.GameObject.Text - unparsable CSS font: " + font); return { font: font }; } }; /** * Converts individual font components (see `fontToComponents`) to a short CSS font string. * * @method Phaser.GameObject.Text#componentsToFont * @private * @param {object} components - Font components. */ Phaser.GameObject.Text.prototype.componentsToFont = function (components) { var parts = []; var v; v = components.fontStyle; if (v && v !== 'normal') { parts.push(v); } v = components.fontVariant; if (v && v !== 'normal') { parts.push(v); } v = components.fontWeight; if (v && v !== 'normal') { parts.push(v); } v = components.fontSize; if (v && v !== 'medium') { parts.push(v); } v = components.fontFamily; if (v) { parts.push(v); } if (!parts.length) { // Fallback to whatever value the 'font' was parts.push(components.font); } return parts.join(" "); }; /** * The text to be displayed by this Text object. * Use a \n to insert a carriage return and split the text. * The text will be rendered with any style currently set. * * Use the optional `immediate` argument if you need the Text display to update immediately. * * If not it will re-create the texture of this Text object during the next time the render * loop is called. * * @method Phaser.GameObject.Text#setText * @param {string} [text] - The text to be displayed. Set to an empty string to clear text that is already present. * @param {boolean} [immediate=false] - Update the texture used by this Text object immediately (true) or automatically during the next render loop (false). * @return {Phaser.GameObject.Text} This Text instance. */ Phaser.GameObject.Text.prototype.setText = function (text, immediate) { if (immediate === undefined) { immediate = false; } this.text = text.toString() || ''; if (immediate) { this.updateText(); } else { this.dirty = true; } return this; }; /** * Converts the given array into a tab delimited string and then updates this Text object. * This is mostly used when you want to display external data using tab stops. * * The array can be either single or multi dimensional depending on the result you need: * * `[ 'a', 'b', 'c' ]` would convert in to `"a\tb\tc"`. * * Where as: * * `[ * [ 'a', 'b', 'c' ], * [ 'd', 'e', 'f'] * ]` * * would convert in to: `"a\tb\tc\nd\te\tf"` * * @method Phaser.GameObject.Text#parseList * @param {array} list - The array of data to convert into a string. * @return {Phaser.GameObject.Text} This Text instance. */ Phaser.GameObject.Text.prototype.parseList = function (list) { if (!Array.isArray(list)) { return this; } else { var s = ""; for (var i = 0; i < list.length; i++) { if (Array.isArray(list[i])) { s += list[i].join("\t"); if (i < list.length - 1) { s += "\n"; } } else { s += list[i]; if (i < list.length - 1) { s += "\t"; } } } } this.text = s; this.dirty = true; return this; }; /** * The Text Bounds is a rectangular region that you control the dimensions of into which the Text object itself is positioned, * regardless of the number of lines in the text, the font size or any other attribute. * * Alignment is controlled via the properties `boundsAlignH` and `boundsAlignV` within the Text.style object, or can be directly * set through the setters `Text.boundsAlignH` and `Text.boundsAlignV`. Bounds alignment is independent of text alignment. * * For example: If your game is 800x600 in size and you set the text bounds to be 0,0,800,600 then by setting boundsAlignH to * 'center' and boundsAlignV to 'bottom' the text will render in the center and at the bottom of your game window, regardless of * how many lines of text there may be. Even if you adjust the text content or change the style it will remain at the bottom center * of the text bounds. * * This is especially powerful when you need to align text against specific coordinates in your game, but the actual text dimensions * may vary based on font (say for multi-lingual games). * * If `Text.wordWrapWidth` is greater than the width of the text bounds it is clamped to match the bounds width. * * Call this method with no arguments given to reset an existing textBounds. * * It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts * have additional padding around them which you can mitigate by tweaking the Text.padding property. It then adjusts the `pivot` * property based on the given bounds and canvas size. This means if you need to set the pivot property directly in your game then * you either cannot use `setTextBounds` or you must place the Text object inside another DisplayObject on which you set the pivot. * * @method Phaser.GameObject.Text#setTextBounds * @param {number} [x] - The x coordinate of the Text Bounds region. * @param {number} [y] - The y coordinate of the Text Bounds region. * @param {number} [width] - The width of the Text Bounds region. * @param {number} [height] - The height of the Text Bounds region. * @return {Phaser.GameObject.Text} This Text instance. */ Phaser.GameObject.Text.prototype.setTextBounds = function (x, y, width, height) { if (x === undefined) { this.textBounds = null; } else { if (!this.textBounds) { this.textBounds = new Phaser.Rectangle(x, y, width, height); } else { this.textBounds.setTo(x, y, width, height); } if (this.style.wordWrapWidth > width) { this.style.wordWrapWidth = width; } } this.updateTexture(); return this; }; /** * Updates the texture based on the canvas dimensions. * * @method Phaser.GameObject.Text#updateTexture * @private */ Phaser.GameObject.Text.prototype.updateTexture = function () { var base = this.texture.baseTexture; var crop = this.texture.crop; var frame = this.texture.frame; var w = this.canvas.width; var h = this.canvas.height; base.width = w; base.height = h; crop.width = w; crop.height = h; frame.width = w; frame.height = h; this.texture.width = w; this.texture.height = h; this._width = w; this._height = h; if (this.textBounds) { var x = this.textBounds.x; var y = this.textBounds.y; // Align the canvas based on the bounds if (this.style.boundsAlignH === 'right') { x += this.textBounds.width - this.canvas.width / this.resolution; } else if (this.style.boundsAlignH === 'center') { x += this.textBounds.halfWidth - (this.canvas.width / this.resolution / 2); } if (this.style.boundsAlignV === 'bottom') { y += this.textBounds.height - this.canvas.height / this.resolution; } else if (this.style.boundsAlignV === 'middle') { y += this.textBounds.halfHeight - (this.canvas.height / this.resolution / 2); } this.pivot.x = -x; this.pivot.y = -y; } // Can't render something with a zero sized dimension this.renderable = (w !== 0 && h !== 0); this.texture.requiresReTint = true; this.texture.baseTexture.dirty(); }; /** * Calculates the ascent, descent and fontSize of a given font style. * * @method Phaser.GameObject.Text#determineFontProperties * @private * @param {object} fontStyle */ Phaser.GameObject.Text.prototype.determineFontProperties = function (fontStyle) { var properties = Phaser.GameObject.Text.fontPropertiesCache[fontStyle]; if (!properties) { properties = {}; var canvas = Phaser.GameObject.Text.fontPropertiesCanvas; var context = Phaser.GameObject.Text.fontPropertiesContext; context.font = fontStyle; var width = Math.ceil(context.measureText('|MÉq').width); var baseline = Math.ceil(context.measureText('|MÉq').width); var height = 2 * baseline; baseline = baseline * 1.4 | 0; canvas.width = width; canvas.height = height; context.fillStyle = '#f00'; context.fillRect(0, 0, width, height); context.font = fontStyle; context.textBaseline = 'alphabetic'; context.fillStyle = '#000'; context.fillText('|MÉq', 0, baseline); if (!context.getImageData(0, 0, width, height)) { properties.ascent = baseline; properties.descent = baseline + 6; properties.fontSize = properties.ascent + properties.descent; Phaser.GameObject.Text.fontPropertiesCache[fontStyle] = properties; return properties; } var imagedata = context.getImageData(0, 0, width, height).data; var pixels = imagedata.length; var line = width * 4; var i, j; var idx = 0; var stop = false; // ascent. scan from top to bottom until we find a non red pixel for (i = 0; i < baseline; i++) { for (j = 0; j < line; j += 4) { if (imagedata[idx + j] !== 255) { stop = true; break; } } if (!stop) { idx += line; } else { break; } } properties.ascent = baseline - i; idx = pixels - line; stop = false; // descent. scan from bottom to top until we find a non red pixel for (i = height; i > baseline; i--) { for (j = 0; j < line; j += 4) { if (imagedata[idx + j] !== 255) { stop = true; break; } } if (!stop) { idx -= line; } else { break; } } properties.descent = i - baseline; //TODO might need a tweak. kind of a temp fix! properties.descent += 6; properties.fontSize = properties.ascent + properties.descent; Phaser.GameObject.Text.fontPropertiesCache[fontStyle] = properties; } return properties; }; /** * Returns the bounds of the Text as a rectangle. * The bounds calculation takes the worldTransform into account. * * @method Phaser.GameObject.Text#getBounds * @param {Phaser.Matrix} matrix - The transformation matrix of the Text. * @return {Phaser.Rectangle} The framing rectangle */ Phaser.GameObject.Text.prototype.getBounds = function (matrix) { if (this.dirty) { this.updateText(); this.dirty = false; } return PIXI.Sprite.prototype.getBounds.call(this, matrix); }; /** * The text to be displayed by this Text object. * Use a \n to insert a carriage return and split the text. * The text will be rendered with any style currently set. * * @name Phaser.GameObject.Text#text * @property {string} text */ Object.defineProperty(Phaser.GameObject.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(); } } } }); /** * Change the font used. * * This is equivalent of the `font` property specified to {@link Phaser.GameObject.Text#setStyle setStyle}, except * that unlike using `setStyle` this will not change any current font fill/color settings. * * The CSS font string can also be individually altered with the `font`, `fontSize`, `fontWeight`, `fontStyle`, and `fontVariant` properties. * * @name Phaser.GameObject.Text#cssFont * @property {string} cssFont */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'cssFont', { get: function() { return this.componentsToFont(this._fontComponents); }, set: function (value) { value = value || 'bold 20pt Arial'; this._fontComponents = this.fontToComponents(value); this.updateFont(this._fontComponents); } }); /** * Change the font family that the text will be rendered in, such as 'Arial'. * * Multiple CSS font families and generic fallbacks can be specified as long as * {@link http://www.w3.org/TR/CSS2/fonts.html#propdef-font-family CSS font-family rules} are followed. * * To change the entire font string use {@link Phaser.GameObject.Text#cssFont cssFont} instead: eg. `text.cssFont = 'bold 20pt Arial'`. * * @name Phaser.GameObject.Text#font * @property {string} font */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'font', { get: function() { return this._fontComponents.fontFamily; }, set: function(value) { value = value || 'Arial'; value = value.trim(); // If it looks like the value should be quoted, but isn't, then quote it. if (!/^(?:inherit|serif|sans-serif|cursive|fantasy|monospace)$/.exec(value) && !/['",]/.exec(value)) { value = "'" + value + "'"; } this._fontComponents.fontFamily = value; this.updateFont(this._fontComponents); } }); /** * The size of the font. * * If the font size is specified in pixels (eg. `32` or `'32px`') then a number (ie. `32`) representing * the font size in pixels is returned; otherwise the value with CSS unit is returned as a string (eg. `'12pt'`). * * @name Phaser.GameObject.Text#fontSize * @property {number|string} fontSize */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'fontSize', { get: function() { var size = this._fontComponents.fontSize; if (size && /(?:^0$|px$)/.exec(size)) { return parseInt(size, 10); } else { return size; } }, set: function(value) { value = value || '0'; if (typeof value === 'number') { value = value + 'px'; } this._fontComponents.fontSize = value; this.updateFont(this._fontComponents); } }); /** * The weight of the font: 'normal', 'bold', or {@link http://www.w3.org/TR/CSS2/fonts.html#propdef-font-weight a valid CSS font weight}. * @name Phaser.GameObject.Text#fontWeight * @property {string} fontWeight */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'fontWeight', { get: function() { return this._fontComponents.fontWeight || 'normal'; }, set: function(value) { value = value || 'normal'; this._fontComponents.fontWeight = value; this.updateFont(this._fontComponents); } }); /** * The style of the font: 'normal', 'italic', 'oblique' * @name Phaser.GameObject.Text#fontStyle * @property {string} fontStyle */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'fontStyle', { get: function() { return this._fontComponents.fontStyle || 'normal'; }, set: function(value) { value = value || 'normal'; this._fontComponents.fontStyle = value; this.updateFont(this._fontComponents); } }); /** * The variant the font: 'normal', 'small-caps' * @name Phaser.GameObject.Text#fontVariant * @property {string} fontVariant */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'fontVariant', { get: function() { return this._fontComponents.fontVariant || 'normal'; }, set: function(value) { value = value || 'normal'; this._fontComponents.fontVariant = value; this.updateFont(this._fontComponents); } }); /** * @name Phaser.GameObject.Text#fill * @property {object} fill - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'. */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'fill', { get: function() { return this.style.fill; }, set: function(value) { if (value !== this.style.fill) { this.style.fill = value; this.dirty = true; } } }); /** * Controls the horizontal alignment for multiline text. * Can be: 'left', 'center' or 'right'. * Does not affect single lines of text. For that please see `setTextBounds`. * @name Phaser.GameObject.Text#align * @property {string} align */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'align', { get: function() { return this.style.align; }, set: function(value) { if (value !== this.style.align) { this.style.align = value; this.dirty = true; } } }); /** * The resolution of the canvas the text is rendered to. * This defaults to match the resolution of the renderer, but can be changed on a per Text object basis. * @name Phaser.GameObject.Text#resolution * @property {integer} resolution */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'resolution', { get: function() { return this._res; }, set: function(value) { if (value !== this._res) { this._res = value; this.dirty = true; } } }); /** * The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. * Can be an integer or an array of varying tab sizes, one tab per element. * For example if you set tabs to 100 then when Text encounters a tab it will jump ahead 100 pixels. * If you set tabs to be `[100,200]` then it will set the first tab at 100px and the second at 200px. * * @name Phaser.GameObject.Text#tabs * @property {integer|array} tabs */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'tabs', { get: function() { return this.style.tabs; }, set: function(value) { if (value !== this.style.tabs) { this.style.tabs = value; this.dirty = true; } } }); /** * Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'. * @name Phaser.GameObject.Text#boundsAlignH * @property {string} boundsAlignH */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'boundsAlignH', { get: function() { return this.style.boundsAlignH; }, set: function(value) { if (value !== this.style.boundsAlignH) { this.style.boundsAlignH = value; this.dirty = true; } } }); /** * Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'. * @name Phaser.GameObject.Text#boundsAlignV * @property {string} boundsAlignV */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'boundsAlignV', { get: function() { return this.style.boundsAlignV; }, set: function(value) { if (value !== this.style.boundsAlignV) { this.style.boundsAlignV = value; this.dirty = true; } } }); /** * @name Phaser.GameObject.Text#stroke * @property {string} stroke - A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'. */ Object.defineProperty(Phaser.GameObject.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.GameObject.Text#strokeThickness * @property {number} strokeThickness - A number that represents the thickness of the stroke. Default is 0 (no stroke) */ Object.defineProperty(Phaser.GameObject.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.GameObject.Text#wordWrap * @property {boolean} wordWrap - Indicates if word wrap should be used. */ Object.defineProperty(Phaser.GameObject.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.GameObject.Text#wordWrapWidth * @property {number} wordWrapWidth - The width at which text will wrap. */ Object.defineProperty(Phaser.GameObject.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.GameObject.Text#lineSpacing * @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line. */ Object.defineProperty(Phaser.GameObject.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.GameObject.Text#shadowOffsetX * @property {number} shadowOffsetX - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be. */ Object.defineProperty(Phaser.GameObject.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.GameObject.Text#shadowOffsetY * @property {number} shadowOffsetY - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be. */ Object.defineProperty(Phaser.GameObject.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.GameObject.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.GameObject.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.GameObject.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.GameObject.Text.prototype, 'shadowBlur', { get: function() { return this.style.shadowBlur; }, set: function(value) { if (value !== this.style.shadowBlur) { this.style.shadowBlur = value; this.dirty = true; } } }); /** * @name Phaser.GameObject.Text#shadowStroke * @property {boolean} shadowStroke - Sets if the drop shadow is applied to the Text stroke. */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'shadowStroke', { get: function() { return this.style.shadowStroke; }, set: function(value) { if (value !== this.style.shadowStroke) { this.style.shadowStroke = value; this.dirty = true; } } }); /** * @name Phaser.GameObject.Text#shadowFill * @property {boolean} shadowFill - Sets if the drop shadow is applied to the Text fill. */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'shadowFill', { get: function() { return this.style.shadowFill; }, set: function(value) { if (value !== this.style.shadowFill) { this.style.shadowFill = value; this.dirty = true; } } }); /** * The width of the Text object in pixels. This is width of the Texture frame / the Text.resolution. * @name Phaser.GameObject.Text#width * @property {number} width - The width of the Text. Setting this will modify the scale to achieve the value requested. */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'width', { get: function() { if (this.dirty) { this.updateText(); this.dirty = false; } return this.scale.x * (this.texture.frame.width / this.resolution); }, set: function(value) { this.scale.x = value / this.texture.frame.width; this._width = value; } }); /** * The height of the Text object in pixels. This is height of the Texture frame / the Text.resolution. * @name Phaser.GameObject.Text#height * @property {number} height - The height of the Text. Setting this will modify the scale to achieve the value requested. */ Object.defineProperty(Phaser.GameObject.Text.prototype, 'height', { get: function() { if (this.dirty) { this.updateText(); this.dirty = false; } return this.scale.y * (this.texture.frame.height / this.resolution); }, set: function(value) { this.scale.y = value / this.texture.frame.height; this._height = value; } }); Phaser.GameObject.Text.fontPropertiesCache = {}; Phaser.GameObject.Text.fontPropertiesCanvas = document.createElement('canvas'); Phaser.GameObject.Text.fontPropertiesContext = Phaser.GameObject.Text.fontPropertiesCanvas.getContext('2d');