Class: BitmapText

Phaser. BitmapText

BitmapText objects work by taking a texture file and an XML file that describes the font layout.

On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/ On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner For Web there is the great Littera: http://kvazars.com/littera/

new BitmapText(game, x, y, font, text, size)

Creates a new BitmapText object.

Parameters:
Name Type Argument Default Description
game Phaser.Game

A reference to the currently running game.

x number

X position of the new bitmapText object.

y number

Y position of the new bitmapText object.

font string

The key of the BitmapFont as stored in Game.Cache.

text string <optional>
''

The actual text that will be rendered. Can be set later via BitmapText.text.

size number <optional>
32

The size the font will be rendered in, in pixels.

Source:

Members

align

Properties:
Name Type Description
align string

Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.

Source:

angle

Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees use the property Sprite.rotation instead.

Properties:
Name Type Description
angle number

Gets or sets the angle of rotation in degrees.

Source:

cameraOffset

Properties:
Name Type Description
cameraOffset Phaser.Point

If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.

Source:

events

Properties:
Name Type Description
events Phaser.Events

The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.

Source:

exists

Properties:
Name Type Description
exists boolean

If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.

Default Value:
  • true
Source:

fixedToCamera

An BitmapText that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in BitmapText.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list. So if this BitmapText was in a Group that has x: 200, then this will be added to the cameraOffset.x

Properties:
Name Type Description
fixedToCamera boolean

Set to true to fix this BitmapText to the Camera at its current world coordinates.

Source:

font

Properties:
Name Type Description
font string

The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.

Source:

fontSize

Properties:
Name Type Description
fontSize number

The size of the font in pixels.

Source:

game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

Source:

input

Properties:
Name Type Description
input Phaser.InputHandler | null

The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.

Source:

inputEnabled

By default a Text object won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is activated for this object and it will then start to process click/touch events and more.

Properties:
Name Type Description
inputEnabled boolean

Set to true to allow this object to receive input events.

Source:

name

Properties:
Name Type Description
name string

The user defined name given to this BitmapText.

Source:

text

Properties:
Name Type Description
text string

Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true.

Source:

text

The text string to be displayed by this Text object, taking into account the style settings.

Properties:
Name Type Description
text string

The text string to be displayed by this Text object, taking into account the style settings.

Source:

tint

Properties:
Name Type Description
tint number

The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)

Source:

<readonly> type

Properties:
Name Type Description
type number

The const type of this object.

Source:

world

Properties:
Name Type Description
world Phaser.Point

The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.

Source:

Methods

destroy()

Source:

postUpdate()

Automatically called by World.postUpdate.

Source:

preUpdate()

Automatically called by World.preUpdate.

Source:

update()

Override and use this function in your own custom objects to handle any update requirements you may have.

Source:
Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Tue Feb 18 2014 03:01:18 GMT-0000 (GMT) using the DocStrap template.