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1125 lines
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<title>Phaser Source: gameobjects/BitmapFont.js</title>
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<h1 class="page-title">Source: gameobjects/BitmapFont.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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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.BitmapFont
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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.BitmapFont = 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 BitmapFont.ALIGN_LEFT (default), BitmapFont.ALIGN_RIGHT or BitmapFont.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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/**
|
|
* If you need this BitmapFont image to have a fixed width you can set the width in this value.
|
|
* If text is wider than the width specified it will be cropped off.
|
|
* @property {number} fixedWidth
|
|
*/
|
|
this.fixedWidth = 0;
|
|
|
|
/**
|
|
* @property {HTMLImage} fontSet - A reference to the image stored in the Game.Cache that contains the font.
|
|
*/
|
|
this.fontSet = game.cache.getImage(key);
|
|
|
|
/**
|
|
* @property {string} _text - The text of the font image.
|
|
* @private
|
|
*/
|
|
this._text = '';
|
|
|
|
/**
|
|
* @property {array} grabData - An array of rects for faster character pasting.
|
|
* @private
|
|
*/
|
|
this.grabData = [];
|
|
|
|
// Now generate our rects for faster copying later on
|
|
var currentX = this.offsetX;
|
|
var currentY = this.offsetY;
|
|
var r = 0;
|
|
var data = new Phaser.FrameData();
|
|
|
|
for (var c = 0; c < chars.length; c++)
|
|
{
|
|
var uuid = game.rnd.uuid();
|
|
|
|
var frame = data.addFrame(new Phaser.Frame(c, currentX, currentY, this.characterWidth, this.characterHeight, '', uuid));
|
|
|
|
this.grabData[chars.charCodeAt(c)] = frame.index;
|
|
|
|
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
|
|
x: currentX,
|
|
y: currentY,
|
|
width: this.characterWidth,
|
|
height: this.characterHeight
|
|
});
|
|
|
|
r++;
|
|
|
|
if (r == this.characterPerRow)
|
|
{
|
|
r = 0;
|
|
currentX = this.offsetX;
|
|
currentY += this.characterHeight + this.characterSpacingY;
|
|
}
|
|
else
|
|
{
|
|
currentX += this.characterWidth + this.characterSpacingX;
|
|
}
|
|
}
|
|
|
|
game.cache.updateFrameData(key, data);
|
|
|
|
this.stamp = new Phaser.Image(game, 0, 0, key, 0);
|
|
|
|
Phaser.RenderTexture.call(this, game);
|
|
|
|
/**
|
|
* @property {number} type - Base Phaser object type.
|
|
*/
|
|
this.type = Phaser.BITMAPFONT;
|
|
|
|
};
|
|
|
|
Phaser.BitmapFont.prototype = Object.create(Phaser.RenderTexture.prototype);
|
|
Phaser.BitmapFont.prototype.constructor = Phaser.BitmapFont;
|
|
|
|
/**
|
|
* Align each line of multi-line text to the left.
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.ALIGN_LEFT = "left";
|
|
|
|
/**
|
|
* Align each line of multi-line text to the right.
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.ALIGN_RIGHT = "right";
|
|
|
|
/**
|
|
* Align each line of multi-line text in the center.
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.ALIGN_CENTER = "center";
|
|
|
|
/**
|
|
* Text Set 1 = !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.TEXT_SET1 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
|
|
|
|
/**
|
|
* Text Set 2 = !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.TEXT_SET2 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ";
|
|
|
|
/**
|
|
* Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.TEXT_SET3 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 ";
|
|
|
|
/**
|
|
* Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.TEXT_SET4 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789";
|
|
|
|
/**
|
|
* Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.TEXT_SET5 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789";
|
|
|
|
/**
|
|
* Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.'
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.TEXT_SET6 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.' ";
|
|
|
|
/**
|
|
* Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.TEXT_SET7 = "AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39";
|
|
|
|
/**
|
|
* Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.TEXT_SET8 = "0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ";
|
|
|
|
/**
|
|
* Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.TEXT_SET9 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!";
|
|
|
|
/**
|
|
* Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.TEXT_SET10 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
|
|
|
|
/**
|
|
* Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.BitmapFont.TEXT_SET11 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789";
|
|
|
|
/**
|
|
* If you need this FlxSprite to have a fixed width and custom alignment you can set the width here.<br>
|
|
* If text is wider than the width specified it will be cropped off.
|
|
*
|
|
* @method Phaser.BitmapFont#setFixedWidth
|
|
* @memberof Phaser.BitmapFont
|
|
* @param {number} width - Width in pixels of this BitmapFont. Set to zero to disable and re-enable automatic resizing.
|
|
* @param {string} [lineAlignment='left'] - Align the text within this width. Set to BitmapFont.ALIGN_LEFT (default), BitmapFont.ALIGN_RIGHT or BitmapFont.ALIGN_CENTER.
|
|
*/
|
|
Phaser.BitmapFont.prototype.setFixedWidth = function (width, lineAlignment) {
|
|
|
|
if (typeof lineAlignment === 'undefined') { lineAlignment = 'left'; }
|
|
|
|
this.fixedWidth = width;
|
|
this.align = lineAlignment;
|
|
|
|
}
|
|
|
|
/**
|
|
* A helper function that quickly sets lots of variables at once, and then updates the text.
|
|
*
|
|
* @method Phaser.BitmapFont#setText
|
|
* @memberof Phaser.BitmapFont
|
|
* @param {string} content - The text of this sprite.
|
|
* @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.
|
|
* @param {number} [characterSpacing=0] - To add horizontal spacing between each character specify the amount in pixels.
|
|
* @param {number} [lineSpacing=0] - To add vertical spacing between each line of text, set the amount in pixels.
|
|
* @param {string} [lineAlignment='left'] - Align each line of multi-line text. Set to BitmapFont.ALIGN_LEFT, BitmapFont.ALIGN_RIGHT or BitmapFont.ALIGN_CENTER.
|
|
* @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.
|
|
*/
|
|
Phaser.BitmapFont.prototype.setText = function (content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase) {
|
|
|
|
this.multiLine = multiLine || false;
|
|
this.customSpacingX = characterSpacing || 0;
|
|
this.customSpacingY = lineSpacing || 0;
|
|
this.align = lineAlignment || 'left';
|
|
|
|
if (allowLowerCase)
|
|
{
|
|
this.autoUpperCase = false;
|
|
}
|
|
else
|
|
{
|
|
this.autoUpperCase = true;
|
|
}
|
|
|
|
if (content.length > 0)
|
|
{
|
|
this.text = content;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Over rides the default PIXI.RenderTexture resize event as we need our baseTexture resized as well.
|
|
*
|
|
* @method Phaser.BitmapFont#resize
|
|
* @memberof Phaser.BitmapFont
|
|
*/
|
|
Phaser.BitmapFont.prototype.resize = function (width, height) {
|
|
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.frame.width = this.width;
|
|
this.frame.height = this.height;
|
|
|
|
this.baseTexture.width = this.width;
|
|
this.baseTexture.height = this.height;
|
|
|
|
if (this.renderer.type === PIXI.WEBGL_RENDERER)
|
|
{
|
|
this.projection.x = this.width / 2;
|
|
this.projection.y = -this.height / 2;
|
|
|
|
var gl = this.renderer.gl;
|
|
gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTextures[gl.id]);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
}
|
|
else
|
|
{
|
|
this.textureBuffer.resize(this.width, this.height);
|
|
}
|
|
|
|
PIXI.Texture.frameUpdates.push(this);
|
|
|
|
}
|
|
|
|
/**
|
|
* Updates the BitmapData of the Sprite with the text
|
|
*
|
|
* @method Phaser.BitmapFont#buildBitmapFontText
|
|
* @memberof Phaser.BitmapFont
|
|
*/
|
|
Phaser.BitmapFont.prototype.buildBitmapFontText = function () {
|
|
|
|
var cx = 0;
|
|
var cy = 0;
|
|
|
|
if (this.multiLine)
|
|
{
|
|
var lines = this._text.split("\n");
|
|
|
|
if (this.fixedWidth > 0)
|
|
{
|
|
this.resize(fixedWidth, (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY);
|
|
}
|
|
else
|
|
{
|
|
this.resize(this.getLongestLine() * (this.characterWidth + this.customSpacingX), (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY);
|
|
}
|
|
|
|
this.textureBuffer.clear();
|
|
|
|
// Loop through each line of text
|
|
for (var i = 0; i < lines.length; i++)
|
|
{
|
|
// This line of text is held in lines[i] - need to work out the alignment
|
|
switch (this.align)
|
|
{
|
|
case Phaser.BitmapFont.ALIGN_LEFT:
|
|
cx = 0;
|
|
break;
|
|
|
|
case Phaser.BitmapFont.ALIGN_RIGHT:
|
|
cx = this.width - (lines[i].length * (this.characterWidth + this.customSpacingX));
|
|
break;
|
|
|
|
case Phaser.BitmapFont.ALIGN_CENTER:
|
|
cx = (this.width / 2) - ((lines[i].length * (this.characterWidth + this.customSpacingX)) / 2);
|
|
cx += this.customSpacingX / 2;
|
|
break;
|
|
}
|
|
|
|
// Sanity checks
|
|
if (cx < 0)
|
|
{
|
|
cx = 0;
|
|
}
|
|
|
|
this.pasteLine(lines[i], cx, cy, this.customSpacingX);
|
|
|
|
cy += this.characterHeight + this.customSpacingY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.fixedWidth > 0)
|
|
{
|
|
this.resize(fixedWidth, this.characterHeight);
|
|
}
|
|
else
|
|
{
|
|
this.resize(this._text.length * (this.characterWidth + this.customSpacingX), this.characterHeight);
|
|
}
|
|
|
|
this.textureBuffer.clear();
|
|
|
|
switch (this.align)
|
|
{
|
|
case Phaser.BitmapFont.ALIGN_LEFT:
|
|
cx = 0;
|
|
break;
|
|
|
|
case Phaser.BitmapFont.ALIGN_RIGHT:
|
|
cx = this.width - (this._text.length * (this.characterWidth + this.customSpacingX));
|
|
break;
|
|
|
|
case Phaser.BitmapFont.ALIGN_CENTER:
|
|
cx = (this.width / 2) - ((this._text.length * (this.characterWidth + this.customSpacingX)) / 2);
|
|
cx += this.customSpacingX / 2;
|
|
break;
|
|
}
|
|
|
|
this.pasteLine(this._text, cx, 0, this.customSpacingX);
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Internal function that takes a single line of text (2nd parameter) and pastes it into the BitmapData at the given coordinates.
|
|
* Used by getLine and getMultiLine
|
|
*
|
|
* @method Phaser.BitmapFont#buildBitmapFontText
|
|
* @memberof Phaser.BitmapFont
|
|
* @param {string} line - The single line of text to paste.
|
|
* @param {number} x - The x coordinate.
|
|
* @param {number} y - The y coordinate.
|
|
* @param {number} customSpacingX - Custom X spacing.
|
|
*/
|
|
Phaser.BitmapFont.prototype.pasteLine = function (line, x, y, customSpacingX) {
|
|
|
|
var p = new Phaser.Point();
|
|
|
|
for (var c = 0; c < line.length; c++)
|
|
{
|
|
// If it's a space then there is no point copying, so leave a blank space
|
|
if (line.charAt(c) == " ")
|
|
{
|
|
x += this.characterWidth + this.customSpacingX;
|
|
}
|
|
else
|
|
{
|
|
// If the character doesn't exist in the font then we don't want a blank space, we just want to skip it
|
|
if (this.grabData[line.charCodeAt(c)] >= 0)
|
|
{
|
|
this.stamp.frame = this.grabData[line.charCodeAt(c)];
|
|
p.set(x, y);
|
|
this.render(this.stamp, p, false);
|
|
|
|
x += this.characterWidth + this.customSpacingX;
|
|
|
|
if (x > this.width)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Works out the longest line of text in _text and returns its length
|
|
*
|
|
* @method Phaser.BitmapFont#getLongestLine
|
|
* @memberof Phaser.BitmapFont
|
|
* @return {number} The length of the longest line of text.
|
|
*/
|
|
Phaser.BitmapFont.prototype.getLongestLine = function () {
|
|
|
|
var longestLine = 0;
|
|
|
|
if (this._text.length > 0)
|
|
{
|
|
var lines = this._text.split("\n");
|
|
|
|
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.BitmapFont#removeUnsupportedCharacters
|
|
* @memberof Phaser.BitmapFont
|
|
* @protected
|
|
* @param {boolean} [stripCR=true] - Should it strip carriage returns as well?
|
|
* @return {string} A clean version of the string.
|
|
*/
|
|
Phaser.BitmapFont.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.BitmapFont.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.buildBitmapFontText();
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Mon Feb 24 2014 12:11:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
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</span>
|
|
</footer>
|
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</div>
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<br clear="both">
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|
|
selectors : "h1,h2,h3,h4",
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showAndHide : false,
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scrollTo : 60
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} );
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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} );
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</script>
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</body>
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</html>
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