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src/gameobjects/BitmapText.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * 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 rendering speed. You can also create visually compelling BitmapTexts by * processing the font texture in an image editor, applying fills and any other effects required. * * To create a BitmapText 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/ * * @class Phaser.BitmapText * @constructor * @extends PIXI.BitmapText * @extends Phaser.Component.Core * @extends Phaser.Component.Angle * @extends Phaser.Component.AutoCull * @extends Phaser.Component.Bounds * @extends Phaser.Component.Destroy * @extends Phaser.Component.FixedToCamera * @extends Phaser.Component.InputEnabled * @extends Phaser.Component.InWorld * @extends Phaser.Component.LifeSpan * @extends Phaser.Component.PhysicsBody * @extends Phaser.Component.Reset * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} x - X position of the new bitmapText object. * @param {number} y - Y position of the new bitmapText object. * @param {string} font - The key of the BitmapFont as stored in Game.Cache. * @param {string} [text=''] - The actual text that will be rendered. Can be set later via BitmapText.text. * @param {number} [size=32] - The size the font will be rendered in, in pixels. */ Phaser.BitmapText = function (game, x, y, font, text, size) { x = x || 0; y = y || 0; font = font || ''; text = text || ''; size = size || 32; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.BITMAPTEXT; /** * @property {number} physicsType - The const physics body type of this object. * @readonly */ this.physicsType = Phaser.SPRITE; /** * @property {string} _text - Internal cache var. * @private */ this._text = text; /** * @property {string} _font - Internal cache var. * @private */ this._font = font; /** * @property {number} _fontSize - Internal cache var. * @private */ this._fontSize = size; /** * @property {string} _align - Internal cache var. * @private */ this._align = 'left'; /** * @property {number} _tint - Internal cache var. * @private */ this._tint = 0xFFFFFF; /** * @property {number} _tw - Internal cache var. Holds the previous textWidth. * @private */ this._tw = 0; /** * @property {number} _th - Internal cache var. Holds the previous textHeight. * @private */ this._th = 0; PIXI.BitmapText.call(this, text); Phaser.Component.Core.init.call(this, game, x, y, '', null); }; Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype); Phaser.BitmapText.prototype.constructor = Phaser.BitmapText; Phaser.Component.Core.install.call(Phaser.BitmapText.prototype, [ 'Angle', 'AutoCull', 'Bounds', 'Destroy', 'FixedToCamera', 'InputEnabled', 'InWorld', 'LifeSpan', 'PhysicsBody', 'Reset' ]); Phaser.BitmapText.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate; Phaser.BitmapText.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate; Phaser.BitmapText.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate; Phaser.BitmapText.prototype.preUpdateCore = Phaser.Component.Core.preUpdate; /** * Automatically called by World.preUpdate. * * @method * @memberof Phaser.BitmapText * @return {boolean} True if the BitmapText was rendered, otherwise false. */ Phaser.BitmapText.prototype.preUpdate = function () { if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld()) { return false; } return this.preUpdateCore(); }; /** * Automatically called by World.preUpdate. * @method Phaser.BitmapText.prototype.postUpdate */ Phaser.BitmapText.prototype.postUpdate = function () { Phaser.Component.PhysicsBody.postUpdate.call(this); Phaser.Component.FixedToCamera.postUpdate.call(this); if (this.body && ((this.textWidth !== this._tw) || (this.textHeight !== this._th))) { this.body.setSize(this.textWidth, this.textHeight); this._tw = this.textWidth; this._th = this.textHeight; } }; /** * @method Phaser.BitmapText.prototype.setStyle * @private */ Phaser.BitmapText.prototype.setStyle = function() { this.style = { align: this._align }; this.fontName = this._font; this.fontSize = this._fontSize; this.dirty = true; }; /** * @name Phaser.BitmapText#align * @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text. */ Object.defineProperty(Phaser.BitmapText.prototype, 'align', { get: function() { return this._align; }, set: function(value) { if (value !== this._align) { this._align = value; this.setStyle(); } } }); /** * @name Phaser.BitmapText#tint * @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF) */ Object.defineProperty(Phaser.BitmapText.prototype, 'tint', { get: function() { return this._tint; }, set: function(value) { if (value !== this._tint) { this._tint = value; this.dirty = true; } } }); /** * @name Phaser.BitmapText#font * @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use. */ Object.defineProperty(Phaser.BitmapText.prototype, 'font', { get: function() { return this._font; }, set: function(value) { if (value !== this._font) { this._font = value.trim(); this.fontName = this._font; this.style.font = this._fontSize + "px '" + this._font + "'"; this.dirty = true; } } }); /** * @name Phaser.BitmapText#fontSize * @property {number} fontSize - The size of the font in pixels. */ Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', { get: function() { return this._fontSize; }, set: function(value) { value = parseInt(value, 10); if (value !== this._fontSize) { this._fontSize = value; this.style.font = this._fontSize + "px '" + this._font + "'"; this.dirty = true; } } }); /** * The text string to be displayed by this Text object, taking into account the style settings. * @name Phaser.BitmapText#text * @property {string} text - The text string to be displayed by this Text object, taking into account the style settings. */ Object.defineProperty(Phaser.BitmapText.prototype, 'text', { get: function() { return this._text; }, set: function(value) { if (value !== this._text) { this._text = value.toString() || ' '; this.dirty = true; } } }); </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2015 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a> on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>