mirror of
https://github.com/photonstorm/phaser
synced 2024-12-12 14:22:54 +00:00
295 lines
7.5 KiB
JavaScript
295 lines
7.5 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2015 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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/**
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* BitmapText objects work by taking a texture file and an XML file that describes the font structure.
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* It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to
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* match the font structure.
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*
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* BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
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* to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by
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* processing the font texture in an image editor, applying fills and any other effects required.
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*
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* To create a BitmapText you can use:
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*
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* BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
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* Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
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* Littera (Web-based, free): http://kvazars.com/littera/
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*
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* @class Phaser.BitmapText
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* @constructor
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* @extends PIXI.BitmapText
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* @extends Phaser.Component.Core
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* @extends Phaser.Component.Angle
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* @extends Phaser.Component.AutoCull
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* @extends Phaser.Component.Bounds
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* @extends Phaser.Component.Destroy
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* @extends Phaser.Component.FixedToCamera
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* @extends Phaser.Component.InputEnabled
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* @extends Phaser.Component.InWorld
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* @extends Phaser.Component.LifeSpan
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* @extends Phaser.Component.PhysicsBody
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* @extends Phaser.Component.Reset
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - X position of the new bitmapText object.
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* @param {number} y - Y position of the new bitmapText object.
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* @param {string} font - The key of the BitmapFont as stored in Game.Cache.
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* @param {string} [text=''] - The actual text that will be rendered. Can be set later via BitmapText.text.
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* @param {number} [size=32] - The size the font will be rendered in, in pixels.
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*/
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Phaser.BitmapText = function (game, x, y, font, text, size) {
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x = x || 0;
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y = y || 0;
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font = font || '';
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text = text || '';
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size = size || 32;
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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this.type = Phaser.BITMAPTEXT;
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/**
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* @property {number} physicsType - The const physics body type of this object.
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* @readonly
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*/
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this.physicsType = Phaser.SPRITE;
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/**
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* @property {string} _text - Internal cache var.
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* @private
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*/
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this._text = text;
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/**
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* @property {string} _font - Internal cache var.
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* @private
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*/
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this._font = font;
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/**
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* @property {number} _fontSize - Internal cache var.
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* @private
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*/
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this._fontSize = size;
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/**
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* @property {string} _align - Internal cache var.
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* @private
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*/
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this._align = 'left';
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/**
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* @property {number} _tint - Internal cache var.
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* @private
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*/
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this._tint = 0xFFFFFF;
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/**
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* @property {number} _tw - Internal cache var. Holds the previous textWidth.
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* @private
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*/
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this._tw = 0;
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/**
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* @property {number} _th - Internal cache var. Holds the previous textHeight.
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* @private
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*/
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this._th = 0;
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PIXI.BitmapText.call(this, text);
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Phaser.Component.Core.init.call(this, game, x, y, '', null);
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};
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Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
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Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
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Phaser.Component.Core.install.call(Phaser.BitmapText.prototype, [
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'Angle',
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'AutoCull',
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'Bounds',
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'Destroy',
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'FixedToCamera',
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'InputEnabled',
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'InWorld',
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'LifeSpan',
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'PhysicsBody',
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'Reset'
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]);
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Phaser.BitmapText.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
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Phaser.BitmapText.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
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Phaser.BitmapText.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
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Phaser.BitmapText.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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/**
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* Automatically called by World.preUpdate.
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*
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* @method
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* @memberof Phaser.BitmapText
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* @return {boolean} True if the BitmapText was rendered, otherwise false.
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*/
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Phaser.BitmapText.prototype.preUpdate = function () {
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if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
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{
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return false;
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}
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return this.preUpdateCore();
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};
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/**
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* Automatically called by World.preUpdate.
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* @method Phaser.BitmapText.prototype.postUpdate
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*/
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Phaser.BitmapText.prototype.postUpdate = function () {
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Phaser.Component.PhysicsBody.postUpdate.call(this);
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Phaser.Component.FixedToCamera.postUpdate.call(this);
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if (this.body && ((this.textWidth !== this._tw) || (this.textHeight !== this._th)))
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{
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this.body.setSize(this.textWidth, this.textHeight);
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this._tw = this.textWidth;
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this._th = this.textHeight;
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}
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};
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/**
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* @method Phaser.BitmapText.prototype.setStyle
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* @private
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*/
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Phaser.BitmapText.prototype.setStyle = function() {
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this.style = { align: this._align };
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this.fontName = this._font;
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this.fontSize = this._fontSize;
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this.dirty = true;
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};
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/**
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* @name Phaser.BitmapText#align
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* @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'align', {
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get: function() {
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return this._align;
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},
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set: function(value) {
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if (value !== this._align)
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{
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this._align = value;
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this.setStyle();
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}
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}
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});
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/**
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* @name Phaser.BitmapText#tint
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* @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'tint', {
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get: function() {
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return this._tint;
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},
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set: function(value) {
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if (value !== this._tint)
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{
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this._tint = value;
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this.dirty = true;
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}
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}
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});
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/**
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* @name Phaser.BitmapText#font
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* @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'font', {
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get: function() {
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return this._font;
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},
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set: function(value) {
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if (value !== this._font)
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{
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this._font = value.trim();
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this.fontName = this._font;
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this.style.font = this._fontSize + "px '" + this._font + "'";
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this.dirty = true;
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}
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}
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});
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/**
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* @name Phaser.BitmapText#fontSize
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* @property {number} fontSize - The size of the font in pixels.
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', {
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get: function() {
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return this._fontSize;
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},
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set: function(value) {
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value = parseInt(value, 10);
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if (value !== this._fontSize)
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{
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this._fontSize = value;
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this.style.font = this._fontSize + "px '" + this._font + "'";
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this.dirty = true;
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}
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}
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});
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/**
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* The text string to be displayed by this Text object, taking into account the style settings.
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* @name Phaser.BitmapText#text
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* @property {string} text - The text string to be displayed by this Text object, taking into account the style settings.
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'text', {
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get: function() {
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return this._text;
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},
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set: function(value) {
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if (value !== this._text)
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{
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this._text = value.toString() || ' ';
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this.dirty = true;
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}
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}
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});
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