/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var BitmapText = require('./DynamicBitmapText'); var BuildGameObject = require('../../BuildGameObject'); var GameObjectCreator = require('../../GameObjectCreator'); var GetAdvancedValue = require('../../../utils/object/GetAdvancedValue'); /** * @typedef {object} BitmapTextConfig * @extends GameObjectConfig * * @property {string} [font=''] - [description] * @property {string} [text=''] - [description] * @property {(number|false)} [size=false] - [description] * @property {string} [align='left'] - [description] */ /** * Creates a new Dynamic Bitmap Text Game Object and returns it. * * Note: This method will only be available if the Dynamic Bitmap Text Game Object has been built into Phaser. * * @method Phaser.GameObjects.GameObjectCreator#dynamicBitmapText * @since 3.0.0 *² * @param {BitmapTextConfig} config - The configuration object this Game Object will use to create itself. * @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. * * @return {Phaser.GameObjects.DynamicBitmapText} The Game Object that was created. */ GameObjectCreator.register('dynamicBitmapText', function (config, addToScene) { var font = GetAdvancedValue(config, 'font', ''); var text = GetAdvancedValue(config, 'text', ''); var size = GetAdvancedValue(config, 'size', false); var align = GetAdvancedValue(config, 'align', 'left'); var bitmapText = new BitmapText(this.scene, 0, 0, font, text, size, align); if (addToScene !== undefined) { config.add = addToScene; } BuildGameObject(this.scene, bitmapText, config); return bitmapText; }); // When registering a factory function 'this' refers to the GameObjectCreator context.