mirror of
https://github.com/photonstorm/phaser
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37 lines
1.4 KiB
JavaScript
37 lines
1.4 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var DynamicBitmapText = require('./DynamicBitmapText');
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var GameObjectFactory = require('../../GameObjectFactory');
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/**
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* Creates a new Dynamic Bitmap Text Game Object and adds it to the Scene.
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*
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* Note: This method will only be available if the Dynamic Bitmap Text Game Object has been built into Phaser.
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*
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* @method Phaser.GameObjects.GameObjectFactory#dynamicBitmapText
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* @since 3.0.0
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*
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* @param {number} x - The x position of the Game Object.
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* @param {number} y - The y position of the Game Object.
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* @param {string} font - [description]
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* @param {(string|string[])} [text] - [description]
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* @param {number} [size] - [description]
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*
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* @return {Phaser.GameObjects.DynamicBitmapText} The Game Object that was created.
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*/
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GameObjectFactory.register('dynamicBitmapText', function (x, y, font, text, size)
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{
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return this.displayList.add(new DynamicBitmapText(this.scene, x, y, font, text, size));
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});
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// When registering a factory function 'this' refers to the GameObjectFactory context.
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//
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// There are several properties available to use:
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//
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// this.scene - a reference to the Scene that owns the GameObjectFactory
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// this.displayList - a reference to the Display List the Scene owns
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// this.updateList - a reference to the Update List the Scene owns
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