mirror of
https://github.com/photonstorm/phaser
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604 lines
19 KiB
JavaScript
604 lines
19 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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* A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text. However unlike a BitmapFont every character in a RetroFont
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* is the same size. This makes it similar to a sprite sheet. You typically find font sheets like this from old 8/16-bit games and demos.
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*
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* @class Phaser.GameObject.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. If not given charsPerRow will be the image width / characterWidth.
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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.GameObject.RetroFont = function (game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
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if (!game.cache.checkImageKey(key))
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{
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return false;
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}
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if (charsPerRow === undefined || charsPerRow === null)
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{
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charsPerRow = game.cache.getImage(key).width / characterWidth;
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}
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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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* @readonly
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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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* @readonly
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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 {Image} 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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/**
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* @property {Phaser.FrameData} frameData - The FrameData representing this Retro Font.
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*/
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this.frameData = new Phaser.FrameData();
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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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for (var c = 0; c < chars.length; c++)
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{
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var frame = this.frameData.addFrame(new Phaser.Frame(c, currentX, currentY, this.characterWidth, this.characterHeight));
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this.grabData[chars.charCodeAt(c)] = frame.index;
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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, this.frameData);
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/**
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* @property {Phaser.Image} stamp - The image that is stamped to the RenderTexture for each character in the font.
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* @readonly
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*/
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this.stamp = new Phaser.Image(game, 0, 0, key, 0);
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Phaser.RenderTexture.call(this, game, 100, 100, '', Phaser.scaleModes.NEAREST);
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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.RETROFONT;
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};
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Phaser.GameObject.RetroFont.prototype = Object.create(Phaser.RenderTexture.prototype);
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Phaser.GameObject.RetroFont.prototype.constructor = Phaser.GameObject.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.GameObject.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.GameObject.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.GameObject.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.GameObject.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.GameObject.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.GameObject.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.GameObject.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.GameObject.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.GameObject.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.GameObject.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.GameObject.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.GameObject.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.GameObject.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.GameObject.RetroFont.TEXT_SET11 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789";
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/**
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* If you need this RetroFont to have a fixed width and custom alignment you can set the width here.
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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.GameObject.RetroFont#setFixedWidth
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* @memberof Phaser.GameObject.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.GameObject.RetroFont.prototype.setFixedWidth = function (width, lineAlignment) {
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if (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.GameObject.RetroFont#setText
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* @memberof Phaser.GameObject.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.GameObject.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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* Updates the texture with the new text.
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*
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* @method Phaser.GameObject.RetroFont#buildRetroFontText
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* @memberof Phaser.GameObject.RetroFont
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*/
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Phaser.GameObject.RetroFont.prototype.buildRetroFontText = function () {
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var cx = 0;
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var cy = 0;
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// Clears the textureBuffer
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this.clear();
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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(this.fixedWidth, (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY, true);
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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, true);
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}
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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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// Phaser.GameObject.RetroFont.ALIGN_LEFT
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cx = 0;
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// This line of text is held in lines[i] - need to work out the alignment
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if (this.align === Phaser.GameObject.RetroFont.ALIGN_RIGHT)
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{
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cx = this.width - (lines[i].length * (this.characterWidth + this.customSpacingX));
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}
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else if (this.align === Phaser.GameObject.RetroFont.ALIGN_CENTER)
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{
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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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}
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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(this.fixedWidth, this.characterHeight, true);
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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, true);
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}
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// Phaser.GameObject.RetroFont.ALIGN_LEFT
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cx = 0;
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if (this.align === Phaser.GameObject.RetroFont.ALIGN_RIGHT)
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{
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cx = this.width - (this._text.length * (this.characterWidth + this.customSpacingX));
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}
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else if (this.align === Phaser.GameObject.RetroFont.ALIGN_CENTER)
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{
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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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}
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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(this._text, cx, 0, this.customSpacingX);
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}
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this.requiresReTint = true;
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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.GameObject.RetroFont#pasteLine
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* @memberof Phaser.GameObject.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.GameObject.RetroFont.prototype.pasteLine = function (line, x, y, customSpacingX) {
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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 + 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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this.renderXY(this.stamp, x, y, false);
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x += this.characterWidth + 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.GameObject.RetroFont#getLongestLine
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* @memberof Phaser.GameObject.RetroFont
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* @return {number} The length of the longest line of text.
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*/
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Phaser.GameObject.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++)
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{
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if (lines[i].length > longestLine)
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{
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longestLine = lines[i].length;
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}
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}
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}
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return longestLine;
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};
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/**
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* Internal helper function that removes all unsupported characters from the _text String, leaving only characters contained in the font set.
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*
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* @method Phaser.GameObject.RetroFont#removeUnsupportedCharacters
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* @memberof Phaser.GameObject.RetroFont
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* @protected
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* @param {boolean} [stripCR=true] - Should it strip carriage returns as well?
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* @return {string} A clean version of the string.
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*/
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Phaser.GameObject.RetroFont.prototype.removeUnsupportedCharacters = function (stripCR) {
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var newString = "";
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for (var c = 0; c < this._text.length; c++)
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{
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var aChar = this._text[c];
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var code = aChar.charCodeAt(0);
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if (this.grabData[code] >= 0 || (!stripCR && aChar === "\n"))
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{
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newString = newString.concat(aChar);
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}
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}
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return newString;
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};
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/**
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* Updates the x and/or y offset that the font is rendered from. This updates all of the texture frames, so be careful how often it is called.
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* Note that the values given for the x and y properties are either ADDED to or SUBTRACTED from (if negative) the existing offsetX/Y values of the characters.
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* So if the current offsetY is 8 and you want it to start rendering from y16 you would call updateOffset(0, 8) to add 8 to the current y offset.
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*
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* @method Phaser.GameObject.RetroFont#updateOffset
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* @memberof Phaser.GameObject.RetroFont
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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.GameObject.RetroFont.prototype.updateOffset = function (x, y) {
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if (this.offsetX === x && this.offsetY === y)
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{
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return;
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}
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var diffX = x - this.offsetX;
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var diffY = y - this.offsetY;
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var frames = this.game.cache.getFrameData(this.stamp.key).getFrames();
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var i = frames.length;
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while (i--)
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{
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frames[i].x += diffX;
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frames[i].y += diffY;
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}
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this.buildRetroFontText();
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};
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/**
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* @name Phaser.GameObject.RetroFont#text
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* @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.
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*/
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Object.defineProperty(Phaser.GameObject.RetroFont.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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var newText;
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if (this.autoUpperCase)
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{
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newText = value.toUpperCase();
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}
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else
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{
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newText = value;
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}
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if (newText !== this._text)
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{
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this._text = newText;
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this.removeUnsupportedCharacters(this.multiLine);
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this.buildRetroFontText();
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}
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}
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});
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/**
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* @name Phaser.GameObject.RetroFont#smoothed
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* @property {boolean} smoothed - Sets if the stamp is smoothed or not.
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*/
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Object.defineProperty(Phaser.GameObject.RetroFont.prototype, "smoothed", {
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get: function () {
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return this.stamp.smoothed;
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},
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set: function (value) {
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this.stamp.smoothed = value;
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this.buildRetroFontText();
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}
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});
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