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2112 lines
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HTML
2112 lines
59 KiB
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<li class="class-depth-1">
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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</li>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapText.html">BitmapText</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<a href="PIXI.PIXI.html">PIXI</a>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<li class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</a>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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<li class="class-depth-1">
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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<li class="class-depth-1">
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<a href="PIXI.Rope.html">Rope</a>
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<li class="class-depth-1">
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<a href="PIXI.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Strip.html">Strip</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.StripShader.html">StripShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Texture.html">Texture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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</li>
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<li class="class-depth-0">
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<a href="RoundedRectangle.html">RoundedRectangle</a>
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</li>
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</ul>
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<li class="dropdown">
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-0">
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<a href="global.html#append">append</a>
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<li class="class-depth-0">
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<a href="global.html#apply">apply</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#applyInverse">applyInverse</a>
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<li class="class-depth-0">
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<a href="global.html#blendModes">blendModes</a>
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<a href="global.html#clone">clone</a>
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<li class="class-depth-0">
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<a href="global.html#contains">contains</a>
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<li class="class-depth-0">
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<a href="global.html#fromArray">fromArray</a>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
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<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
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<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
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<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
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<li class="class-depth-1"><a href="http://phaser.io/learn">Weekly Coding Tips</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
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|
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<div class="row-fluid">
|
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|
|
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<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/gameobjects/Text.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2015 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Create a new game object for displaying Text.
|
|
*
|
|
* This uses a local hidden Canvas object and renders the type into it. It then makes a texture from this for rendering to the view.
|
|
* Because of this you can only display fonts that are currently loaded and available to the browser: fonts must be pre-loaded.
|
|
*
|
|
* See {@link http://www.jordanm.co.uk/tinytype this compatibility table} for the available default fonts across mobile browsers.
|
|
*
|
|
* @class Phaser.Text
|
|
* @extends PIXI.Text
|
|
* @extends Phaser.Component.Core
|
|
* @extends Phaser.Component.Angle
|
|
* @extends Phaser.Component.AutoCull
|
|
* @extends Phaser.Component.Bounds
|
|
* @extends Phaser.Component.BringToTop
|
|
* @extends Phaser.Component.Destroy
|
|
* @extends Phaser.Component.FixedToCamera
|
|
* @extends Phaser.Component.InputEnabled
|
|
* @extends Phaser.Component.InWorld
|
|
* @extends Phaser.Component.LifeSpan
|
|
* @extends Phaser.Component.Overlap
|
|
* @extends Phaser.Component.PhysicsBody
|
|
* @extends Phaser.Component.Reset
|
|
* @extends Phaser.Component.Smoothed
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Current game instance.
|
|
* @param {number} x - X position of the new text object.
|
|
* @param {number} y - Y position of the new text object.
|
|
* @param {string} text - The actual text that will be written.
|
|
* @param {object} style - The style object containing style attributes like font, font size, etc.
|
|
*/
|
|
Phaser.Text = function (game, x, y, text, style) {
|
|
|
|
x = x || 0;
|
|
y = y || 0;
|
|
text = text || ' ';
|
|
style = style || {};
|
|
|
|
if (text.length === 0)
|
|
{
|
|
text = ' ';
|
|
}
|
|
else
|
|
{
|
|
text = text.toString();
|
|
}
|
|
|
|
/**
|
|
* @property {number} type - The const type of this object.
|
|
* @default
|
|
*/
|
|
this.type = Phaser.TEXT;
|
|
|
|
/**
|
|
* @property {number} physicsType - The const physics body type of this object.
|
|
* @readonly
|
|
*/
|
|
this.physicsType = Phaser.SPRITE;
|
|
|
|
/**
|
|
* Specify a padding value which is added to the line width and height when calculating the Text size.
|
|
* ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions.
|
|
* @property {Phaser.Point} padding
|
|
*/
|
|
this.padding = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {string} _text - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._text = text;
|
|
|
|
/**
|
|
* @property {object} _fontComponents - The font, broken down into components, set in `setStyle`.
|
|
* @private
|
|
*/
|
|
this._fontComponents = null;
|
|
|
|
/**
|
|
* @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.
|
|
* @private
|
|
*/
|
|
this._lineSpacing = 0;
|
|
|
|
/**
|
|
* @property {number} _charCount - Internal character counter used by the text coloring.
|
|
* @private
|
|
*/
|
|
this._charCount = 0;
|
|
|
|
/**
|
|
* @property {array} colors - An array of the color values as specified by {@link Phaser.Text#addColor addColor}.
|
|
*/
|
|
this.colors = [];
|
|
|
|
this.setStyle(style);
|
|
|
|
PIXI.Text.call(this, text, this.style);
|
|
|
|
Phaser.Component.Core.init.call(this, game, x, y, '', null);
|
|
|
|
if (text !== ' ')
|
|
{
|
|
this.updateText();
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Text.prototype = Object.create(PIXI.Text.prototype);
|
|
Phaser.Text.prototype.constructor = Phaser.Text;
|
|
|
|
Phaser.Component.Core.install.call(Phaser.Text.prototype, [
|
|
'Angle',
|
|
'AutoCull',
|
|
'Bounds',
|
|
'BringToTop',
|
|
'Destroy',
|
|
'FixedToCamera',
|
|
'InputEnabled',
|
|
'InWorld',
|
|
'LifeSpan',
|
|
'Overlap',
|
|
'PhysicsBody',
|
|
'Reset',
|
|
'Smoothed'
|
|
]);
|
|
|
|
Phaser.Text.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
|
|
Phaser.Text.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
|
|
Phaser.Text.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
|
|
Phaser.Text.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
|
|
|
|
/**
|
|
* Automatically called by World.preUpdate.
|
|
*
|
|
* @method Phaser.Text#preUpdate
|
|
* @protected
|
|
*/
|
|
Phaser.Text.prototype.preUpdate = function () {
|
|
|
|
if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return this.preUpdateCore();
|
|
|
|
};
|
|
|
|
/**
|
|
* Override this function to handle any special update requirements.
|
|
*
|
|
* @method Phaser.Text#update
|
|
* @protected
|
|
*/
|
|
Phaser.Text.prototype.update = function() {
|
|
|
|
};
|
|
|
|
/**
|
|
* Destroy this Text object, removing it from the group it belongs to.
|
|
*
|
|
* @method Phaser.Text#destroy
|
|
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
|
|
*/
|
|
Phaser.Text.prototype.destroy = function (destroyChildren) {
|
|
|
|
this.texture.destroy(true);
|
|
|
|
if (this.canvas && this.canvas.parentNode)
|
|
{
|
|
this.canvas.parentNode.removeChild(this.canvas);
|
|
}
|
|
else
|
|
{
|
|
this.canvas = null;
|
|
this.context = null;
|
|
}
|
|
|
|
Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
|
|
|
|
};
|
|
|
|
/**
|
|
* Sets a drop shadow effect on the Text. You can specify the horizontal and vertical distance of the drop shadow with the `x` and `y` parameters.
|
|
* The color controls the shade of the shadow (default is black) and can be either an `rgba` or `hex` value.
|
|
* The blur is the strength of the shadow. A value of zero means a hard shadow, a value of 10 means a very soft shadow.
|
|
* To remove a shadow already in place you can call this method with no parameters set.
|
|
*
|
|
* @method Phaser.Text#setShadow
|
|
* @param {number} [x=0] - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
|
|
* @param {number} [y=0] - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
|
|
* @param {string} [color='rgba(0,0,0,1)'] - The color of the shadow, as given in CSS rgba or hex format. Set the alpha component to 0 to disable the shadow.
|
|
* @param {number} [blur=0] - The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
|
|
*/
|
|
Phaser.Text.prototype.setShadow = function (x, y, color, blur) {
|
|
|
|
if (typeof x === 'undefined') { x = 0; }
|
|
if (typeof y === 'undefined') { y = 0; }
|
|
if (typeof color === 'undefined') { color = 'rgba(0, 0, 0, 1)'; }
|
|
if (typeof blur === 'undefined') { blur = 0; }
|
|
|
|
this.style.shadowOffsetX = x;
|
|
this.style.shadowOffsetY = y;
|
|
this.style.shadowColor = color;
|
|
this.style.shadowBlur = blur;
|
|
this.dirty = true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Set the style of the text by passing a single style object to it.
|
|
*
|
|
* @method Phaser.Text#setStyle
|
|
* @param {object} [style] - The style properties to be set on the Text.
|
|
* @param {string} [style.font='bold 20pt Arial'] - The style and size of the font.
|
|
* @param {string} [style.fontStyle=(from font)] - The style of the font (eg. 'italic'): overrides the value in `style.font`.
|
|
* @param {string} [style.fontVariant=(from font)] - The variant of the font (eg. 'small-caps'): overrides the value in `style.font`.
|
|
* @param {string} [style.fontWeight=(from font)] - The weight of the font (eg. 'bold'): overrides the value in `style.font`.
|
|
* @param {string|number} [style.fontSize=(from font)] - The size of the font (eg. 32 or '32px'): overrides the value in `style.font`.
|
|
* @param {string} [style.backgroundColor=null] - A canvas fillstyle that will be used as the background for the whole Text object. Set to `null` to disable.
|
|
* @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
|
|
* @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
|
|
* @param {string} [style.stroke='black'] - A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.
|
|
* @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. Default is 0 (no stroke).
|
|
* @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used.
|
|
* @param {number} [style.wordWrapWidth=100] - The width in pixels at which text will wrap.
|
|
*/
|
|
Phaser.Text.prototype.setStyle = function (style) {
|
|
|
|
style = style || {};
|
|
style.font = style.font || 'bold 20pt Arial';
|
|
style.backgroundColor = style.backgroundColor || null;
|
|
style.fill = style.fill || 'black';
|
|
style.align = style.align || 'left';
|
|
style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
|
|
style.strokeThickness = style.strokeThickness || 0;
|
|
style.wordWrap = style.wordWrap || false;
|
|
style.wordWrapWidth = style.wordWrapWidth || 100;
|
|
style.shadowOffsetX = style.shadowOffsetX || 0;
|
|
style.shadowOffsetY = style.shadowOffsetY || 0;
|
|
style.shadowColor = style.shadowColor || 'rgba(0,0,0,0)';
|
|
style.shadowBlur = style.shadowBlur || 0;
|
|
|
|
var components = this.fontToComponents(style.font);
|
|
|
|
if (style.fontStyle)
|
|
{
|
|
components.fontStyle = style.fontStyle;
|
|
}
|
|
|
|
if (style.fontVariant)
|
|
{
|
|
components.fontVariant = style.fontVariant;
|
|
}
|
|
|
|
if (style.fontWeight)
|
|
{
|
|
components.fontWeight = style.fontWeight;
|
|
}
|
|
|
|
if (style.fontSize)
|
|
{
|
|
if (typeof style.fontSize === 'number')
|
|
{
|
|
style.fontSize = style.fontSize + 'px';
|
|
}
|
|
|
|
components.fontSize = style.fontSize;
|
|
}
|
|
|
|
this._fontComponents = components;
|
|
|
|
style.font = this.componentsToFont(this._fontComponents);
|
|
this.style = style;
|
|
this.dirty = true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Renders text. This replaces the Pixi.Text.updateText function as we need a few extra bits in here.
|
|
*
|
|
* @method Phaser.Text#updateText
|
|
* @private
|
|
*/
|
|
Phaser.Text.prototype.updateText = function () {
|
|
|
|
this.texture.baseTexture.resolution = this.resolution;
|
|
|
|
this.context.font = this.style.font;
|
|
|
|
var outputText = this.text;
|
|
|
|
if (this.style.wordWrap)
|
|
{
|
|
outputText = this.runWordWrap(this.text);
|
|
}
|
|
|
|
//split text into lines
|
|
var lines = outputText.split(/(?:\r\n|\r|\n)/);
|
|
|
|
//calculate text width
|
|
var lineWidths = [];
|
|
var maxLineWidth = 0;
|
|
var fontProperties = this.determineFontProperties(this.style.font);
|
|
|
|
for (var i = 0; i < lines.length; i++)
|
|
{
|
|
var lineWidth = this.context.measureText(lines[i]).width + this.padding.x;
|
|
lineWidths[i] = lineWidth;
|
|
maxLineWidth = Math.max(maxLineWidth, lineWidth);
|
|
}
|
|
|
|
var width = maxLineWidth + this.style.strokeThickness;
|
|
|
|
this.canvas.width = width * this.resolution;
|
|
|
|
//calculate text height
|
|
var lineHeight = fontProperties.fontSize + this.style.strokeThickness + this.padding.y;
|
|
var height = lineHeight * lines.length;
|
|
var lineSpacing = this._lineSpacing;
|
|
|
|
if (lineSpacing < 0 && Math.abs(lineSpacing) > lineHeight)
|
|
{
|
|
lineSpacing = -lineHeight;
|
|
}
|
|
|
|
// Adjust for line spacing
|
|
if (lineSpacing !== 0)
|
|
{
|
|
var diff = lineSpacing * (lines.length - 1);
|
|
height += diff;
|
|
}
|
|
|
|
this.canvas.height = height * this.resolution;
|
|
|
|
this.context.scale(this.resolution, this.resolution);
|
|
|
|
if (navigator.isCocoonJS)
|
|
{
|
|
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
|
}
|
|
|
|
if (this.style.backgroundColor)
|
|
{
|
|
this.context.fillStyle = this.style.backgroundColor;
|
|
this.context.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
|
}
|
|
|
|
this.context.fillStyle = this.style.fill;
|
|
this.context.font = this.style.font;
|
|
this.context.strokeStyle = this.style.stroke;
|
|
this.context.textBaseline = 'alphabetic';
|
|
this.context.shadowOffsetX = this.style.shadowOffsetX;
|
|
this.context.shadowOffsetY = this.style.shadowOffsetY;
|
|
this.context.shadowColor = this.style.shadowColor;
|
|
this.context.shadowBlur = this.style.shadowBlur;
|
|
this.context.lineWidth = this.style.strokeThickness;
|
|
this.context.lineCap = 'round';
|
|
this.context.lineJoin = 'round';
|
|
|
|
var linePositionX;
|
|
var linePositionY;
|
|
|
|
this._charCount = 0;
|
|
|
|
// Draw text line by line
|
|
for (i = 0; i < lines.length; i++)
|
|
{
|
|
linePositionX = this.style.strokeThickness / 2;
|
|
linePositionY = (this.style.strokeThickness / 2 + i * lineHeight) + fontProperties.ascent;
|
|
|
|
if (i > 0)
|
|
{
|
|
linePositionY += (lineSpacing * i);
|
|
}
|
|
|
|
if (this.style.align === 'right')
|
|
{
|
|
linePositionX += maxLineWidth - lineWidths[i];
|
|
}
|
|
else if (this.style.align === 'center')
|
|
{
|
|
linePositionX += (maxLineWidth - lineWidths[i]) / 2;
|
|
}
|
|
|
|
if (this.colors.length > 0)
|
|
{
|
|
this.updateLine(lines[i], linePositionX, linePositionY);
|
|
}
|
|
else
|
|
{
|
|
if (this.style.stroke && this.style.strokeThickness)
|
|
{
|
|
this.context.strokeText(lines[i], linePositionX, linePositionY);
|
|
}
|
|
|
|
if (this.style.fill)
|
|
{
|
|
this.context.fillText(lines[i], linePositionX, linePositionY);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
this.updateTexture();
|
|
|
|
};
|
|
|
|
/**
|
|
* Updates a line of text.
|
|
*
|
|
* @method Phaser.Text#updateLine
|
|
* @private
|
|
*/
|
|
Phaser.Text.prototype.updateLine = function (line, x, y) {
|
|
|
|
for (var i = 0; i < line.length; i++)
|
|
{
|
|
var letter = line[i];
|
|
|
|
if (this.colors[this._charCount])
|
|
{
|
|
this.context.fillStyle = this.colors[this._charCount];
|
|
this.context.strokeStyle = this.colors[this._charCount];
|
|
}
|
|
|
|
if (this.style.stroke && this.style.strokeThickness)
|
|
{
|
|
this.context.strokeText(letter, x, y);
|
|
}
|
|
|
|
if (this.style.fill)
|
|
{
|
|
this.context.fillText(letter, x, y);
|
|
}
|
|
|
|
x += this.context.measureText(letter).width;
|
|
|
|
this._charCount++;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Clears any previously set color stops.
|
|
*
|
|
* @method Phaser.Text#clearColors
|
|
*/
|
|
Phaser.Text.prototype.clearColors = function () {
|
|
|
|
this.colors = [];
|
|
this.dirty = true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Set specific colors for certain characters within the Text.
|
|
*
|
|
* It works by taking a color value, which is a typical HTML string such as `#ff0000` or `rgb(255,0,0)` and a position.
|
|
* The position value is the index of the character in the Text string to start applying this color to.
|
|
* Once set the color remains in use until either another color or the end of the string is encountered.
|
|
* For example if the Text was `Photon Storm` and you did `Text.addColor('#ffff00', 6)` it would color in the word `Storm` in yellow.
|
|
*
|
|
* @method Phaser.Text#addColor
|
|
* @param {string} color - A canvas fillstyle that will be used on the text eg `red`, `#00FF00`, `rgba()`.
|
|
* @param {number} position - The index of the character in the string to start applying this color value from.
|
|
*/
|
|
Phaser.Text.prototype.addColor = function (color, position) {
|
|
|
|
this.colors[position] = color;
|
|
this.dirty = true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.
|
|
*
|
|
* @method Phaser.Text#runWordWrap
|
|
* @param {string} text - The text to perform word wrap detection against.
|
|
* @private
|
|
*/
|
|
Phaser.Text.prototype.runWordWrap = function (text) {
|
|
|
|
var result = '';
|
|
var lines = text.split('\n');
|
|
|
|
for (var i = 0; i < lines.length; i++)
|
|
{
|
|
var spaceLeft = this.style.wordWrapWidth;
|
|
var words = lines[i].split(' ');
|
|
|
|
for (var j = 0; j < words.length; j++)
|
|
{
|
|
var wordWidth = this.context.measureText(words[j]).width;
|
|
var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width;
|
|
|
|
if (wordWidthWithSpace > spaceLeft)
|
|
{
|
|
// Skip printing the newline if it's the first word of the line that is greater than the word wrap width.
|
|
if (j > 0)
|
|
{
|
|
result += '\n';
|
|
}
|
|
result += words[j] + ' ';
|
|
spaceLeft = this.style.wordWrapWidth - wordWidth;
|
|
}
|
|
else
|
|
{
|
|
spaceLeft -= wordWidthWithSpace;
|
|
result += words[j] + ' ';
|
|
}
|
|
}
|
|
|
|
if (i < lines.length-1)
|
|
{
|
|
result += '\n';
|
|
}
|
|
}
|
|
|
|
return result;
|
|
|
|
};
|
|
|
|
/**
|
|
* Updates the internal `style.font` if it now differs according to generation from components.
|
|
*
|
|
* @method Phaser.Text#updateFont
|
|
* @private
|
|
* @param {object} components - Font components.
|
|
*/
|
|
Phaser.Text.prototype.updateFont = function (components) {
|
|
|
|
var font = this.componentsToFont(components);
|
|
|
|
if (this.style.font !== font)
|
|
{
|
|
this.style.font = font;
|
|
this.dirty = true;
|
|
|
|
if (this.parent)
|
|
{
|
|
this.updateTransform();
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Converting a short CSS-font string into the relevant components.
|
|
*
|
|
* @method Phaser.Text#fontToComponents
|
|
* @private
|
|
* @param {string} font - a CSS font string
|
|
*/
|
|
Phaser.Text.prototype.fontToComponents = function (font) {
|
|
|
|
// The format is specified in http://www.w3.org/TR/CSS2/fonts.html#font-shorthand:
|
|
// style - normal | italic | oblique | inherit
|
|
// variant - normal | small-caps | inherit
|
|
// weight - normal | bold | bolder | lighter | 100 | 200 | 300 | 400 | 500 | 600 | 700 | 800 | 900 | inherit
|
|
// size - xx-small | x-small | small | medium | large | x-large | xx-large,
|
|
// larger | smaller
|
|
// {number} (em | ex | ch | rem | vh | vw | vmin | vmax | px | mm | cm | in | pt | pc | %)
|
|
// font-family - rest (but identifiers or quoted with comma separation)
|
|
var m = font.match(/^\s*(?:\b(normal|italic|oblique|inherit)?\b)\s*(?:\b(normal|small-caps|inherit)?\b)\s*(?:\b(normal|bold|bolder|lighter|100|200|300|400|500|600|700|800|900|inherit)?\b)\s*(?:\b(xx-small|x-small|small|medium|large|x-large|xx-large|larger|smaller|0|\d*(?:[.]\d*)?(?:%|[a-z]{2,5}))?\b)\s*(.*)\s*$/);
|
|
|
|
if (m)
|
|
{
|
|
return {
|
|
font: font,
|
|
fontStyle: m[1] || 'normal',
|
|
fontVariant: m[2] || 'normal',
|
|
fontWeight: m[3] || 'normal',
|
|
fontSize: m[4] || 'medium',
|
|
fontFamily: m[5]
|
|
};
|
|
}
|
|
else
|
|
{
|
|
console.warn("Phaser.Text - unparsable CSS font: " + font);
|
|
return {
|
|
font: font
|
|
};
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Converts individual font components (see `fontToComponents`) to a short CSS font string.
|
|
*
|
|
* @method Phaser.Text#componentsToFont
|
|
* @private
|
|
* @param {object} components - Font components.
|
|
*/
|
|
Phaser.Text.prototype.componentsToFont = function (components) {
|
|
|
|
var parts = [];
|
|
var v;
|
|
|
|
v = components.fontStyle;
|
|
if (v && v !== 'normal') { parts.push(v); }
|
|
|
|
v = components.fontVariant;
|
|
if (v && v !== 'normal') { parts.push(v); }
|
|
|
|
v = components.fontWeight;
|
|
if (v && v !== 'normal') { parts.push(v); }
|
|
|
|
v = components.fontSize;
|
|
if (v && v !== 'medium') { parts.push(v); }
|
|
|
|
v = components.fontFamily;
|
|
if (v) { parts.push(v); }
|
|
|
|
if (!parts.length)
|
|
{
|
|
// Fallback to whatever value the 'font' was
|
|
parts.push(components.font);
|
|
}
|
|
|
|
return parts.join(" ");
|
|
|
|
};
|
|
|
|
/**
|
|
* The text string to be displayed by this Text object, taking into account the style settings.
|
|
*
|
|
* @name Phaser.Text#text
|
|
* @property {string} text
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'text', {
|
|
|
|
get: function() {
|
|
return this._text;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._text)
|
|
{
|
|
this._text = value.toString() || ' ';
|
|
this.dirty = true;
|
|
|
|
if (this.parent)
|
|
{
|
|
this.updateTransform();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Change the font used.
|
|
*
|
|
* This is equivalent of the `font` property specified to {@link Phaser.Text#setStyle setStyle}, except
|
|
* that unlike using `setStyle` this will not change any current font fill/color settings.
|
|
*
|
|
* The CSS font string can also be individually altered with the `font`, `fontSize`, `fontWeight`, `fontStyle`, and `fontVariant` properties.
|
|
*
|
|
* @name Phaser.Text#cssFont
|
|
* @property {string} cssFont
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'cssFont', {
|
|
|
|
get: function() {
|
|
return this.componentsToFont(this._fontComponents);
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
value = value || 'bold 20pt Arial';
|
|
this._fontComponents = this.fontToComponents(value);
|
|
this.updateFont(this._fontComponents);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Change the font family that the text will be rendered in, such as 'Arial'.
|
|
*
|
|
* Multiple CSS font families and generic fallbacks can be specified as long as
|
|
* {@link http://www.w3.org/TR/CSS2/fonts.html#propdef-font-family CSS font-family rules} are followed.
|
|
*
|
|
* To change the entire font string use {@link Phaser.Text#cssFont cssFont} instead: eg. `text.cssFont = 'bold 20pt Arial'`.
|
|
*
|
|
* @name Phaser.Text#font
|
|
* @property {string} font
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'font', {
|
|
|
|
get: function() {
|
|
return this._fontComponents.fontFamily;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = value || 'Arial';
|
|
value = value.trim();
|
|
|
|
// If it looks like the value should be quoted, but isn't, then quote it.
|
|
if (!/^(?:inherit|serif|sans-serif|cursive|fantasy|monospace)$/.exec(value) && !/['",]/.exec(value))
|
|
{
|
|
value = "'" + value + "'";
|
|
}
|
|
|
|
this._fontComponents.fontFamily = value;
|
|
this.updateFont(this._fontComponents);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The size of the font.
|
|
*
|
|
* If the font size is specified in pixels (eg. `32` or `'32px`') then a number (ie. `32`) representing
|
|
* the font size in pixels is returned; otherwise the value with CSS unit is returned as a string (eg. `'12pt'`).
|
|
*
|
|
* @name Phaser.Text#fontSize
|
|
* @property {number|string} fontSize
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'fontSize', {
|
|
|
|
get: function() {
|
|
|
|
var size = this._fontComponents.fontSize;
|
|
|
|
if (size && /(?:^0$|px$)/.exec(size))
|
|
{
|
|
return parseInt(size, 10);
|
|
}
|
|
else
|
|
{
|
|
return size;
|
|
}
|
|
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = value || '0';
|
|
|
|
if (typeof value === 'number')
|
|
{
|
|
value = value + 'px';
|
|
}
|
|
|
|
this._fontComponents.fontSize = value;
|
|
this.updateFont(this._fontComponents);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The weight of the font: 'normal', 'bold', or {@link http://www.w3.org/TR/CSS2/fonts.html#propdef-font-weight a valid CSS font weight}.
|
|
* @name Phaser.Text#fontWeight
|
|
* @property {string} fontWeight
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'fontWeight', {
|
|
|
|
get: function() {
|
|
return this._fontComponents.fontWeight || 'normal';
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = value || 'normal';
|
|
this._fontComponents.fontWeight = value;
|
|
this.updateFont(this._fontComponents);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The style of the font: 'normal', 'italic', 'oblique'
|
|
* @name Phaser.Text#fontStyle
|
|
* @property {string} fontStyle
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'fontStyle', {
|
|
|
|
get: function() {
|
|
return this._fontComponents.fontStyle || 'normal';
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = value || 'normal';
|
|
this._fontComponents.fontStyle = value;
|
|
this.updateFont(this._fontComponents);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The variant the font: 'normal', 'small-caps'
|
|
* @name Phaser.Text#fontVariant
|
|
* @property {string} fontVariant
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'fontVariant', {
|
|
|
|
get: function() {
|
|
return this._fontComponents.fontVariant || 'normal';
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = value || 'normal';
|
|
this._fontComponents.fontVariant = value;
|
|
this.updateFont(this._fontComponents);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#fill
|
|
* @property {object} fill - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'fill', {
|
|
|
|
get: function() {
|
|
return this.style.fill;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.fill)
|
|
{
|
|
this.style.fill = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#align
|
|
* @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'align', {
|
|
|
|
get: function() {
|
|
return this.style.align;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.align)
|
|
{
|
|
this.style.align = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#stroke
|
|
* @property {string} stroke - A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'stroke', {
|
|
|
|
get: function() {
|
|
return this.style.stroke;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.stroke)
|
|
{
|
|
this.style.stroke = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#strokeThickness
|
|
* @property {number} strokeThickness - A number that represents the thickness of the stroke. Default is 0 (no stroke)
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'strokeThickness', {
|
|
|
|
get: function() {
|
|
return this.style.strokeThickness;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.strokeThickness)
|
|
{
|
|
this.style.strokeThickness = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#wordWrap
|
|
* @property {boolean} wordWrap - Indicates if word wrap should be used.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'wordWrap', {
|
|
|
|
get: function() {
|
|
return this.style.wordWrap;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.wordWrap)
|
|
{
|
|
this.style.wordWrap = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#wordWrapWidth
|
|
* @property {number} wordWrapWidth - The width at which text will wrap.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'wordWrapWidth', {
|
|
|
|
get: function() {
|
|
return this.style.wordWrapWidth;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.wordWrapWidth)
|
|
{
|
|
this.style.wordWrapWidth = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#lineSpacing
|
|
* @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'lineSpacing', {
|
|
|
|
get: function() {
|
|
return this._lineSpacing;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._lineSpacing)
|
|
{
|
|
this._lineSpacing = parseFloat(value);
|
|
this.dirty = true;
|
|
|
|
if (this.parent)
|
|
{
|
|
this.updateTransform();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#shadowOffsetX
|
|
* @property {number} shadowOffsetX - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'shadowOffsetX', {
|
|
|
|
get: function() {
|
|
return this.style.shadowOffsetX;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.shadowOffsetX)
|
|
{
|
|
this.style.shadowOffsetX = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#shadowOffsetY
|
|
* @property {number} shadowOffsetY - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'shadowOffsetY', {
|
|
|
|
get: function() {
|
|
return this.style.shadowOffsetY;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.shadowOffsetY)
|
|
{
|
|
this.style.shadowOffsetY = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#shadowColor
|
|
* @property {string} shadowColor - The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'shadowColor', {
|
|
|
|
get: function() {
|
|
return this.style.shadowColor;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.shadowColor)
|
|
{
|
|
this.style.shadowColor = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#shadowBlur
|
|
* @property {number} shadowBlur - The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'shadowBlur', {
|
|
|
|
get: function() {
|
|
return this.style.shadowBlur;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.shadowBlur)
|
|
{
|
|
this.style.shadowBlur = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
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|
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|
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</div>
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|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2015 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
|
|
on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
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</span>
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</footer>
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</div>
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