mirror of
https://github.com/photonstorm/phaser
synced 2024-12-13 06:42:52 +00:00
233 lines
6.1 KiB
JavaScript
233 lines
6.1 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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* Creates a new BitmapText object.
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*
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* @class Phaser.BitmapText
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*
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* @classdesc BitmapText objects work by taking a texture file and an XML file that describes the font layout.
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*
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* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
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*
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* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
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*
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - X position of the new bitmapText object.
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* @param {number} y - Y position of the new bitmapText object.
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* @param {string} text - The actual text that will be written.
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* @param {object} style - The style object containing style attributes like font, font size , etc.
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*/
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Phaser.BitmapText = function (game, x, y, text, style) {
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x = x || 0;
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y = y || 0;
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text = text || '';
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style = style || '';
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @default
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*/
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this.exists = true;
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/**
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* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
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* @default
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*/
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this.alive = true;
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/**
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* @property {Phaser.Group} group - The parent Group of this BitmapText.
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*/
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this.group = null;
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/**
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* @property {string} name - The user defined name given to this BitmapText.
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* @default
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*/
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this.name = '';
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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this.type = Phaser.BITMAPTEXT;
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PIXI.BitmapText.call(this, text, style);
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/**
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* @property {number} position.x - The x position of this object.
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*/
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this.position.x = x;
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/**
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* @property {number} position.y - The y position of this object.
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*/
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this.position.y = y;
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/**
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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the textures origin is the top left
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* Setting than anchor to 0.5,0.5 means the textures origin is centered
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* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
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*
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* @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place.
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*/
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this.anchor = new Phaser.Point();
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/**
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* @property {Phaser.Point} scale - The scale of the object when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc.
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*/
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this.scale = new Phaser.Point(1, 1);
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/**
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* @property {object} _cache - A mini cache for storing all of the calculated values.
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* @private
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*/
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this._cache = {
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dirty: false,
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// Transform cache
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a00: 1,
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a01: 0,
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a02: x,
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a10: 0,
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a11: 1,
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a12: y,
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id: 1,
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// The previous calculated position
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x: -1,
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y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1,
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scaleY: 1
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};
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this._cache.x = this.x;
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this._cache.y = this.y;
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};
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Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
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Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
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/**
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* Automatically called by World.update
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* @method Phaser.BitmapText.prototype.update
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*/
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Phaser.BitmapText.prototype.update = function() {
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if (!this.exists)
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{
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return;
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}
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this._cache.dirty = false;
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this._cache.x = this.x;
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this._cache.y = this.y;
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if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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{
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this.position.x = this._cache.x;
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this.position.y = this._cache.y;
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this._cache.dirty = true;
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}
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this.pivot.x = this.anchor.x * this.width;
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this.pivot.y = this.anchor.y * this.height;
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}
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/**
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* @method Phaser.Text.prototype.destroy
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*/
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Phaser.BitmapText.prototype.destroy = function() {
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if (this.group)
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{
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this.group.remove(this);
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}
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if (this.canvas && this.canvas.parentNode)
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{
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this.canvas.parentNode.removeChild(this.canvas);
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}
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else
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{
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this.canvas = null;
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this.context = null;
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}
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this.exists = false;
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this.group = null;
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}
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/**
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* Indicates the rotation of the BitmapText, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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* @name Phaser.BitmapText#angle
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* @property {number} angle - Gets or sets the angle of rotation in degrees.
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
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get: function() {
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return Phaser.Math.radToDeg(this.rotation);
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},
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set: function(value) {
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this.rotation = Phaser.Math.degToRad(value);
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}
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});
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/**
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* The x coordinate of this object in world space.
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* @name Phaser.BitmapText#x
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* @property {number} x - The x coordinate of this object in world space.
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
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get: function() {
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return this.position.x;
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},
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set: function(value) {
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this.position.x = value;
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}
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});
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/**
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* The y coordinate of this object in world space.
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* @name Phaser.BitmapText#y
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* @property {number} y - The y coordinate of this object in world space.
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
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get: function() {
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return this.position.y;
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},
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set: function(value) {
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this.position.y = value;
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}
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});
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