/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 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.Text * @extends PIXI.Text * @extends Phaser.Component.Core * @extends Phaser.Component.Angle * @extends Phaser.Component.AutoCull * @extends Phaser.Component.Bounds * @extends Phaser.Component.BringToTop * @extends Phaser.Component.Destroy * @extends Phaser.Component.FixedToCamera * @extends Phaser.Component.InputEnabled * @extends Phaser.Component.InWorld * @extends Phaser.Component.LifeSpan * @extends Phaser.Component.Overlap * @extends Phaser.Component.PhysicsBody * @extends Phaser.Component.Reset * @extends Phaser.Component.Smoothed * @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 {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(); /** * @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 {array} colors - An array of the color values as specified by {@link Phaser.Text#addColor addColor}. */ this.colors = []; this.setStyle(style); PIXI.Text.call(this, text, this.style); Phaser.Component.Core.init.call(this, game, x, y, '', null); if (text !== ' ') { this.updateText(); } }; Phaser.Text.prototype = Object.create(PIXI.Text.prototype); Phaser.Text.prototype.constructor = Phaser.Text; Phaser.Component.Core.install.call(Phaser.Text.prototype, [ 'Angle', 'AutoCull', 'Bounds', 'BringToTop', 'Destroy', 'FixedToCamera', 'InputEnabled', 'InWorld', 'LifeSpan', 'Overlap', 'PhysicsBody', 'Reset', 'Smoothed' ]); Phaser.Text.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate; Phaser.Text.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate; Phaser.Text.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate; Phaser.Text.prototype.preUpdateCore = Phaser.Component.Core.preUpdate; /** * Automatically called by World.preUpdate. * * @method Phaser.Text#preUpdate * @protected */ Phaser.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.Text#update * @protected */ Phaser.Text.prototype.update = function() { }; /** * Destroy this Text object, removing it from the group it belongs to. * * @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) { this.texture.destroy(true); if (this.canvas && this.canvas.parentNode) { this.canvas.parentNode.removeChild(this.canvas); } else { this.canvas = null; this.context = null; } 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.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.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'] - 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.backgroundColor = style.backgroundColor || null; 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; 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; }; /** * 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 + this.padding.x; 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.padding.y; var height = lineHeight * lines.length; var lineSpacing = this._lineSpacing; if (lineSpacing < 0 && Math.abs(lineSpacing) > lineHeight) { lineSpacing = -lineHeight; } // Adjust for line spacing if (lineSpacing !== 0) { var diff = lineSpacing * (lines.length - 1); height += diff; } 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); } 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.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 text 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 (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.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; }; /** * 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. * * @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; }; /** * Updates the internal `style.font` if it now differs according to generation from components. * * @method Phaser.Text#updateFont * @private * @param {object} components - Font components. */ Phaser.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.Text#fontToComponents * @private * @param {string} font - a CSS font string */ Phaser.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) { return { font: font, fontStyle: m[1] || 'normal', fontVariant: m[2] || 'normal', fontWeight: m[3] || 'normal', fontSize: m[4] || 'medium', fontFamily: m[5] }; } else { console.warn("Phaser.Text - unparsable CSS font: " + font); return { font: font }; } }; /** * Converts individual font components (see `fontToComponents`) to a short CSS font string. * * @method Phaser.Text#componentsToFont * @private * @param {object} components - Font components. */ Phaser.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 string to be displayed by this Text object, taking into account the style settings. * * @name Phaser.Text#text * @property {string} text */ 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(); } } } }); /** * Change the font used. * * This is equivalent of the `font` property specified to {@link Phaser.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.Text#cssFont * @property {string} cssFont */ Object.defineProperty(Phaser.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.Text#cssFont cssFont} instead: eg. `text.cssFont = 'bold 20pt Arial'`. * * @name Phaser.Text#font * @property {string} font */ Object.defineProperty(Phaser.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.Text#fontSize * @property {number|string} fontSize */ Object.defineProperty(Phaser.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.Text#fontWeight * @property {string} fontWeight */ Object.defineProperty(Phaser.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.Text#fontStyle * @property {string} fontStyle */ Object.defineProperty(Phaser.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.Text#fontVariant * @property {string} fontVariant */ Object.defineProperty(Phaser.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.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; } } });