mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 17:16:03 +00:00
572 lines
18 KiB
JavaScript
572 lines
18 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 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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* @class Phaser.RetroFont
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* @extends Phaser.RenderTexture
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {string} key - The font set graphic set as stored in the Game.Cache.
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* @param {number} characterWidth - The width of each character in the font set.
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* @param {number} characterHeight - The height of each character in the font set.
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* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
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* @param {number} charsPerRow - The number of characters per row in the font set.
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* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
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* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
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* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
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* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
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*/
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Phaser.RetroFont = function (game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
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/**
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* @property {number} characterWidth - The width of each character in the font set.
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*/
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this.characterWidth = characterWidth;
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/**
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* @property {number} characterHeight - The height of each character in the font set.
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*/
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this.characterHeight = characterHeight;
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/**
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* @property {number} characterSpacingX - If the characters in the font set have horizontal spacing between them set the required amount here.
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*/
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this.characterSpacingX = xSpacing || 0;
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/**
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* @property {number} characterSpacingY - If the characters in the font set have vertical spacing between them set the required amount here.
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*/
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this.characterSpacingY = ySpacing || 0;
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/**
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* @property {number} characterPerRow - The number of characters per row in the font set.
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*/
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this.characterPerRow = charsPerRow;
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/**
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* @property {number} offsetX - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
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*/
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this.offsetX = xOffset || 0;
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/**
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* @property {number} offsetY - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
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*/
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this.offsetY = yOffset || 0;
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/**
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* @property {string} align - Alignment of the text when multiLine = true or a fixedWidth is set. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
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*/
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this.align = "left";
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/**
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* @property {boolean} multiLine - If set to true all carriage-returns in text will form new lines (see align). If false the font will only contain one single line of text (the default)
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* @default
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*/
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this.multiLine = false;
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/**
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* @property {boolean} autoUpperCase - Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters, so the default is true.
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* @default
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*/
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this.autoUpperCase = true;
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/**
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* @property {number} customSpacingX - Adds horizontal spacing between each character of the font, in pixels.
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* @default
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*/
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this.customSpacingX = 0;
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/**
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* @property {number} customSpacingY - Adds vertical spacing between each line of multi-line text, set in pixels.
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* @default
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*/
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this.customSpacingY = 0;
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/**
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* If you need this RetroFont image to have a fixed width you can set the width in this value.
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* If text is wider than the width specified it will be cropped off.
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* @property {number} fixedWidth
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*/
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this.fixedWidth = 0;
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/**
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* @property {HTMLImage} fontSet - A reference to the image stored in the Game.Cache that contains the font.
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*/
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this.fontSet = game.cache.getImage(key);
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/**
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* @property {string} _text - The text of the font image.
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* @private
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*/
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this._text = '';
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/**
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* @property {array} grabData - An array of rects for faster character pasting.
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* @private
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*/
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this.grabData = [];
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// Now generate our rects for faster copying later on
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var currentX = this.offsetX;
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var currentY = this.offsetY;
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var r = 0;
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var data = new Phaser.FrameData();
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for (var c = 0; c < chars.length; c++)
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{
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var uuid = game.rnd.uuid();
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var frame = data.addFrame(new Phaser.Frame(c, currentX, currentY, this.characterWidth, this.characterHeight, '', uuid));
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this.grabData[chars.charCodeAt(c)] = frame.index;
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
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x: currentX,
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y: currentY,
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width: this.characterWidth,
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height: this.characterHeight
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});
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r++;
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if (r == this.characterPerRow)
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{
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r = 0;
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currentX = this.offsetX;
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currentY += this.characterHeight + this.characterSpacingY;
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}
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else
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{
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currentX += this.characterWidth + this.characterSpacingX;
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}
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}
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game.cache.updateFrameData(key, data);
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this.stamp = new Phaser.Image(game, 0, 0, key, 0);
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Phaser.RenderTexture.call(this, game);
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/**
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* @property {number} type - Base Phaser object type.
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*/
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this.type = Phaser.BITMAPFONT;
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};
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Phaser.RetroFont.prototype = Object.create(Phaser.RenderTexture.prototype);
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Phaser.RetroFont.prototype.constructor = Phaser.RetroFont;
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/**
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* Align each line of multi-line text to the left.
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.ALIGN_LEFT = "left";
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/**
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* Align each line of multi-line text to the right.
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.ALIGN_RIGHT = "right";
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/**
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* Align each line of multi-line text in the center.
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.ALIGN_CENTER = "center";
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/**
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* Text Set 1 = !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.TEXT_SET1 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
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/**
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* Text Set 2 = !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.TEXT_SET2 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ";
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/**
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* Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.TEXT_SET3 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 ";
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/**
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* Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.TEXT_SET4 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789";
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/**
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* Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.TEXT_SET5 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789";
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/**
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* Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.'
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.TEXT_SET6 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.' ";
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/**
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* Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.TEXT_SET7 = "AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39";
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/**
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* Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.TEXT_SET8 = "0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ";
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/**
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* Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.TEXT_SET9 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!";
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/**
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* Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.TEXT_SET10 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
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/**
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* Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789
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* @constant
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* @type {string}
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*/
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Phaser.RetroFont.TEXT_SET11 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789";
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/**
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* If you need this FlxSprite to have a fixed width and custom alignment you can set the width here.<br>
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* If text is wider than the width specified it will be cropped off.
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*
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* @method Phaser.RetroFont#setFixedWidth
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* @memberof Phaser.RetroFont
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* @param {number} width - Width in pixels of this RetroFont. Set to zero to disable and re-enable automatic resizing.
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* @param {string} [lineAlignment='left'] - Align the text within this width. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
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*/
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Phaser.RetroFont.prototype.setFixedWidth = function (width, lineAlignment) {
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if (typeof lineAlignment === 'undefined') { lineAlignment = 'left'; }
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this.fixedWidth = width;
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this.align = lineAlignment;
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}
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/**
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* A helper function that quickly sets lots of variables at once, and then updates the text.
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*
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* @method Phaser.RetroFont#setText
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* @memberof Phaser.RetroFont
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* @param {string} content - The text of this sprite.
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* @param {boolean} [multiLine=false] - Set to true if you want to support carriage-returns in the text and create a multi-line sprite instead of a single line.
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* @param {number} [characterSpacing=0] - To add horizontal spacing between each character specify the amount in pixels.
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* @param {number} [lineSpacing=0] - To add vertical spacing between each line of text, set the amount in pixels.
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* @param {string} [lineAlignment='left'] - Align each line of multi-line text. Set to RetroFont.ALIGN_LEFT, RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
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* @param {boolean} [allowLowerCase=false] - Lots of bitmap font sets only include upper-case characters, if yours needs to support lower case then set this to true.
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*/
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Phaser.RetroFont.prototype.setText = function (content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase) {
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this.multiLine = multiLine || false;
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this.customSpacingX = characterSpacing || 0;
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this.customSpacingY = lineSpacing || 0;
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this.align = lineAlignment || 'left';
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if (allowLowerCase)
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{
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this.autoUpperCase = false;
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}
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else
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{
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this.autoUpperCase = true;
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}
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if (content.length > 0)
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{
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this.text = content;
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}
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}
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/**
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* Over rides the default PIXI.RenderTexture resize event as we need our baseTexture resized as well.
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*
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* @method Phaser.RetroFont#resize
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* @memberof Phaser.RetroFont
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*/
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Phaser.RetroFont.prototype.resize = function (width, height) {
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this.width = width;
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this.height = height;
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this.frame.width = this.width;
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this.frame.height = this.height;
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this.baseTexture.width = this.width;
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this.baseTexture.height = this.height;
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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{
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this.projection.x = this.width / 2;
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this.projection.y = -this.height / 2;
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var gl = this.renderer.gl;
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gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTextures[gl.id]);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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}
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else
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{
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this.textureBuffer.resize(this.width, this.height);
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}
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PIXI.Texture.frameUpdates.push(this);
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}
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/**
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* Updates the BitmapData of the Sprite with the text
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*
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* @method Phaser.RetroFont#buildRetroFontText
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* @memberof Phaser.RetroFont
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*/
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Phaser.RetroFont.prototype.buildRetroFontText = function () {
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var cx = 0;
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var cy = 0;
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if (this.multiLine)
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{
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var lines = this._text.split("\n");
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if (this.fixedWidth > 0)
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{
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this.resize(fixedWidth, (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY);
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}
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else
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{
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this.resize(this.getLongestLine() * (this.characterWidth + this.customSpacingX), (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY);
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}
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this.textureBuffer.clear();
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// Loop through each line of text
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for (var i = 0; i < lines.length; i++)
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{
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// This line of text is held in lines[i] - need to work out the alignment
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switch (this.align)
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{
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case Phaser.RetroFont.ALIGN_LEFT:
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cx = 0;
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break;
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case Phaser.RetroFont.ALIGN_RIGHT:
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cx = this.width - (lines[i].length * (this.characterWidth + this.customSpacingX));
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break;
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case Phaser.RetroFont.ALIGN_CENTER:
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cx = (this.width / 2) - ((lines[i].length * (this.characterWidth + this.customSpacingX)) / 2);
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cx += this.customSpacingX / 2;
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break;
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}
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// Sanity checks
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if (cx < 0)
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{
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cx = 0;
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}
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this.pasteLine(lines[i], cx, cy, this.customSpacingX);
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cy += this.characterHeight + this.customSpacingY;
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}
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}
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else
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{
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if (this.fixedWidth > 0)
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{
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this.resize(fixedWidth, this.characterHeight);
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}
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else
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{
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this.resize(this._text.length * (this.characterWidth + this.customSpacingX), this.characterHeight);
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}
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this.textureBuffer.clear();
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switch (this.align)
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{
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case Phaser.RetroFont.ALIGN_LEFT:
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cx = 0;
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break;
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case Phaser.RetroFont.ALIGN_RIGHT:
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cx = this.width - (this._text.length * (this.characterWidth + this.customSpacingX));
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break;
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case Phaser.RetroFont.ALIGN_CENTER:
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cx = (this.width / 2) - ((this._text.length * (this.characterWidth + this.customSpacingX)) / 2);
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cx += this.customSpacingX / 2;
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break;
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}
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this.pasteLine(this._text, cx, 0, this.customSpacingX);
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}
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}
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/**
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* Internal function that takes a single line of text (2nd parameter) and pastes it into the BitmapData at the given coordinates.
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* Used by getLine and getMultiLine
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*
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* @method Phaser.RetroFont#buildRetroFontText
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* @memberof Phaser.RetroFont
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* @param {string} line - The single line of text to paste.
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* @param {number} x - The x coordinate.
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* @param {number} y - The y coordinate.
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* @param {number} customSpacingX - Custom X spacing.
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*/
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Phaser.RetroFont.prototype.pasteLine = function (line, x, y, customSpacingX) {
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var p = new Phaser.Point();
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for (var c = 0; c < line.length; c++)
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{
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// If it's a space then there is no point copying, so leave a blank space
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if (line.charAt(c) == " ")
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{
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x += this.characterWidth + this.customSpacingX;
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}
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else
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{
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// If the character doesn't exist in the font then we don't want a blank space, we just want to skip it
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if (this.grabData[line.charCodeAt(c)] >= 0)
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{
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this.stamp.frame = this.grabData[line.charCodeAt(c)];
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p.set(x, y);
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this.render(this.stamp, p, false);
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x += this.characterWidth + this.customSpacingX;
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if (x > this.width)
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{
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break;
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}
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}
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}
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}
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}
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/**
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* Works out the longest line of text in _text and returns its length
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*
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* @method Phaser.RetroFont#getLongestLine
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* @memberof Phaser.RetroFont
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* @return {number} The length of the longest line of text.
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*/
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Phaser.RetroFont.prototype.getLongestLine = function () {
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var longestLine = 0;
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if (this._text.length > 0)
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{
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var lines = this._text.split("\n");
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|
|
for (var i = 0; i < lines.length; i++)
|
|
{
|
|
if (lines[i].length > longestLine)
|
|
{
|
|
longestLine = lines[i].length;
|
|
}
|
|
}
|
|
}
|
|
|
|
return longestLine;
|
|
}
|
|
|
|
/**
|
|
* Internal helper function that removes all unsupported characters from the _text String, leaving only characters contained in the font set.
|
|
*
|
|
* @method Phaser.RetroFont#removeUnsupportedCharacters
|
|
* @memberof Phaser.RetroFont
|
|
* @protected
|
|
* @param {boolean} [stripCR=true] - Should it strip carriage returns as well?
|
|
* @return {string} A clean version of the string.
|
|
*/
|
|
Phaser.RetroFont.prototype.removeUnsupportedCharacters = function (stripCR) {
|
|
|
|
var newString = "";
|
|
|
|
for (var c = 0; c < this._text.length; c++)
|
|
{
|
|
var char = this._text[c];
|
|
var code = char.charCodeAt(0);
|
|
|
|
if (this.grabData[code] >= 0 || (!stripCR && char === "\n"))
|
|
{
|
|
newString = newString.concat(char);
|
|
}
|
|
}
|
|
|
|
return newString;
|
|
}
|
|
|
|
/**
|
|
* @name Phaser.BitmapText#text
|
|
* @property {string} text - 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.
|
|
*/
|
|
Object.defineProperty(Phaser.RetroFont.prototype, "text", {
|
|
|
|
get: function () {
|
|
|
|
return this._text;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
var newText;
|
|
|
|
if (this.autoUpperCase)
|
|
{
|
|
newText = value.toUpperCase();
|
|
}
|
|
else
|
|
{
|
|
newText = value;
|
|
}
|
|
|
|
if (newText !== this._text)
|
|
{
|
|
this._text = newText;
|
|
|
|
this.removeUnsupportedCharacters(this.multiLine);
|
|
|
|
this.buildRetroFontText();
|
|
}
|
|
|
|
}
|
|
|
|
});
|