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1629 lines
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HTML
1629 lines
42 KiB
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</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.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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</ul>
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<h1 class="page-title">Source: gameobjects/Text.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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* Create a new `Text` object. This uses a local hidden Canvas object and renders the type into it. It then makes a texture from this for renderning to the view.
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* Because of this you can only display fonts that are currently loaded and available to the browser. It won't load the fonts for you.
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* Here is a compatibility table showing the available default fonts across different mobile browsers: http://www.jordanm.co.uk/tinytype
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*
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* @class Phaser.Text
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* @extends PIXI.Text
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} x - X position of the new text object.
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* @param {number} y - Y position of the new text 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 ,
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*/
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Phaser.Text = 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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if (text.length === 0)
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{
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text = ' ';
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}
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else
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{
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text = text.toString();
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}
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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 Text isn't updated by the core game loop.
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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 {string} name - The user defined name given to this object.
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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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* @default
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*/
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this.type = Phaser.TEXT;
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/**
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* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
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*/
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this.z = 0;
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/**
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* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
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*/
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this.world = new Phaser.Point(x, y);
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/**
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* @property {string} _text - Internal cache var.
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* @private
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*/
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this._text = text;
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/**
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* @property {string} _font - Internal cache var.
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* @private
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*/
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this._font = '';
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/**
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* @property {number} _fontSize - Internal cache var.
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* @private
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*/
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this._fontSize = 32;
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/**
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* @property {string} _fontWeight - Internal cache var.
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* @private
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*/
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this._fontWeight = 'normal';
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/**
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* @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.
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* @private
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*/
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this._lineSpacing = 0;
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/**
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* @property {number} _charCount - Internal character counter used by the text coloring.
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* @private
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*/
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this._charCount = 0;
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/**
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* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
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*/
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this.events = new Phaser.Events(this);
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/**
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* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
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*/
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this.input = null;
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/**
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* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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*/
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this.cameraOffset = new Phaser.Point();
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/**
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* @property {array} colors - An array of the color values as specified by `Text.addColor`.
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*/
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this.colors = [];
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this.setStyle(style);
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PIXI.Text.call(this, text, this.style);
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this.position.set(x, y);
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/**
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* A small internal cache:
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* 0 = previous position.x
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* 1 = previous position.y
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* 2 = previous rotation
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* 3 = renderID
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* 4 = fresh? (0 = no, 1 = yes)
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* 5 = outOfBoundsFired (0 = no, 1 = yes)
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* 6 = exists (0 = no, 1 = yes)
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* 7 = fixed to camera (0 = no, 1 = yes)
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* 8 = destroy phase? (0 = no, 1 = yes)
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* @property {Array} _cache
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* @private
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*/
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this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0 ];
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if (text !== ' ')
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{
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this.updateText();
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}
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};
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Phaser.Text.prototype = Object.create(PIXI.Text.prototype);
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Phaser.Text.prototype.constructor = Phaser.Text;
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/**
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* Automatically called by World.preUpdate.
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* @method Phaser.Text.prototype.preUpdate
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*/
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Phaser.Text.prototype.preUpdate = function () {
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this._cache[0] = this.world.x;
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this._cache[1] = this.world.y;
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this._cache[2] = this.rotation;
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if (!this.exists || !this.parent.exists)
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{
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this.renderOrderID = -1;
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return false;
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}
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if (this.autoCull)
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{
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// Won't get rendered but will still get its transform updated
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this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
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}
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this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
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if (this.visible)
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{
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this._cache[3] = this.game.stage.currentRenderOrderID++;
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}
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// Update any Children
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for (var i = 0, len = this.children.length; i < len; i++)
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{
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this.children[i].preUpdate();
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}
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return true;
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};
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/**
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* Override and use this function in your own custom objects to handle any update requirements you may have.
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*
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* @method Phaser.Text#update
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* @memberof Phaser.Text
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*/
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Phaser.Text.prototype.update = function() {
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};
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/**
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* Automatically called by World.postUpdate.
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* @method Phaser.Text.prototype.postUpdate
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*/
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Phaser.Text.prototype.postUpdate = function () {
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if (this._cache[7] === 1)
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{
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this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
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this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
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}
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// Update any Children
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for (var i = 0, len = this.children.length; i < len; i++)
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{
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this.children[i].postUpdate();
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}
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};
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/**
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* @method Phaser.Text.prototype.destroy
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* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
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*/
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Phaser.Text.prototype.destroy = function (destroyChildren) {
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if (this.game === null || this.destroyPhase) { return; }
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if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
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this._cache[8] = 1;
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if (this.events)
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{
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this.events.onDestroy.dispatch(this);
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}
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if (this.parent)
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{
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if (this.parent instanceof Phaser.Group)
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{
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this.parent.remove(this);
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}
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else
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{
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this.parent.removeChild(this);
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}
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}
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this.texture.destroy(true);
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if (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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var i = this.children.length;
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if (destroyChildren)
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{
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while (i--)
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{
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this.children[i].destroy(destroyChildren);
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}
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}
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else
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{
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while (i--)
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{
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this.removeChild(this.children[i]);
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}
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}
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this.exists = false;
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this.visible = false;
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this.filters = null;
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this.mask = null;
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this.game = null;
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this._cache[8] = 0;
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};
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/**
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* @method Phaser.Text.prototype.setShadow
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* @param {number} [x=0] - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
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* @param {number} [y=0] - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
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* @param {string} [color='rgba(0,0,0,0)'] - The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
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* @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).
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*/
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Phaser.Text.prototype.setShadow = function (x, y, color, blur) {
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this.style.shadowOffsetX = x || 0;
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this.style.shadowOffsetY = y || 0;
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this.style.shadowColor = color || 'rgba(0,0,0,0)';
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this.style.shadowBlur = blur || 0;
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this.dirty = true;
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};
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/**
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* Set the style of the text by passing a single style object to it.
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*
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* @method Phaser.Text.prototype.setStyle
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* @param {Object} [style] - The style properties to be set on the Text.
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* @param {string} [style.font='bold 20pt Arial'] - The style and size of the font.
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* @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
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* @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
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* @param {string} [style.stroke='black'] - A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.
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* @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. Default is 0 (no stroke).
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* @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used.
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* @param {number} [style.wordWrapWidth=100] - The width in pixels at which text will wrap.
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*/
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Phaser.Text.prototype.setStyle = function (style) {
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style = style || {};
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style.font = style.font || 'bold 20pt Arial';
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style.fill = style.fill || 'black';
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style.align = style.align || 'left';
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style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
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style.strokeThickness = style.strokeThickness || 0;
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style.wordWrap = style.wordWrap || false;
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style.wordWrapWidth = style.wordWrapWidth || 100;
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style.shadowOffsetX = style.shadowOffsetX || 0;
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style.shadowOffsetY = style.shadowOffsetY || 0;
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style.shadowColor = style.shadowColor || 'rgba(0,0,0,0)';
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style.shadowBlur = style.shadowBlur || 0;
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this.style = style;
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this.dirty = true;
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};
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/**
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* Renders text. This replaces the Pixi.Text.updateText function as we need a few extra bits in here.
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*
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* @method Phaser.Text.prototype.updateText
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* @private
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*/
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Phaser.Text.prototype.updateText = function () {
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this.context.font = this.style.font;
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var outputText = this.text;
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// word wrap
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// preserve original text
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if (this.style.wordWrap)
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{
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outputText = this.runWordWrap(this.text);
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}
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//split text into lines
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var lines = outputText.split(/(?:\r\n|\r|\n)/);
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//calculate text width
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var lineWidths = [];
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var maxLineWidth = 0;
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for (var i = 0; i < lines.length; i++)
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{
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var lineWidth = this.context.measureText(lines[i]).width;
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lineWidths[i] = lineWidth;
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maxLineWidth = Math.max(maxLineWidth, lineWidth);
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}
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this.canvas.width = maxLineWidth + this.style.strokeThickness;
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//calculate text height
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var lineHeight = this.determineFontHeight('font: ' + this.style.font + ';') + this.style.strokeThickness + this._lineSpacing + this.style.shadowOffsetY;
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this.canvas.height = lineHeight * lines.length;
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if (navigator.isCocoonJS)
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{
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this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
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}
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//set canvas text styles
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this.context.fillStyle = this.style.fill;
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this.context.font = this.style.font;
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this.context.strokeStyle = this.style.stroke;
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this.context.lineWidth = this.style.strokeThickness;
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this.context.shadowOffsetX = this.style.shadowOffsetX;
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this.context.shadowOffsetY = this.style.shadowOffsetY;
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this.context.shadowColor = this.style.shadowColor;
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this.context.shadowBlur = this.style.shadowBlur;
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this.context.textBaseline = 'top';
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this.context.lineCap = 'round';
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this.context.lineJoin = 'round';
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this._charCount = 0;
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//draw lines line by line
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for (i = 0; i < lines.length; i++)
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{
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var linePosition = new PIXI.Point(this.style.strokeThickness / 2, this.style.strokeThickness / 2 + i * lineHeight);
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if (this.style.align === 'right')
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{
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linePosition.x += maxLineWidth - lineWidths[i];
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}
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else if (this.style.align === 'center')
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{
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linePosition.x += (maxLineWidth - lineWidths[i]) / 2;
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}
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linePosition.y += this._lineSpacing;
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if (this.colors.length > 0)
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{
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this.updateLine(lines[i], linePosition.x, linePosition.y);
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}
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else
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{
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if (this.style.stroke && this.style.strokeThickness)
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{
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this.context.strokeText(lines[i], linePosition.x, linePosition.y);
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}
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if (this.style.fill)
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{
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this.context.fillText(lines[i], linePosition.x, linePosition.y);
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}
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}
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}
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this.updateTexture();
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};
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Phaser.Text.prototype.updateLine = function (line, x, y) {
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for (var i = 0; i < line.length; i++)
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{
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var letter = line[i];
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if (this.colors[this._charCount])
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{
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this.context.fillStyle = this.colors[this._charCount];
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this.context.strokeStyle = this.colors[this._charCount];
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}
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if (this.style.stroke && this.style.strokeThickness)
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{
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this.context.strokeText(letter, x, y);
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}
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if (this.style.fill)
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{
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this.context.fillText(letter, x, y);
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}
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x += this.context.measureText(letter).width;
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this._charCount++;
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}
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};
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/**
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* Clears any previously set color stops.
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*
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* @method Phaser.Text.prototype.clearColors
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*/
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Phaser.Text.prototype.clearColors = function () {
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this.colors = [];
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this.dirty = true;
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};
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/**
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* This method allows you to set specific colors within the Text.
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* It works by taking a color value, which is a typical HTML string such as `#ff0000` or `rgb(255,0,0)` and a position.
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* The position value is the index of the character in the Text string to start applying this color to.
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* Once set the color remains in use until either another color or the end of the string is encountered.
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* For example if the Text was `Photon Storm` and you did `Text.addColor('#ffff00', 6)` it would color in the word `Storm` in yellow.
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*
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* @method Phaser.Text.prototype.addColor
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* @param {string} color - A canvas fillstyle that will be used on the text eg `red`, `#00FF00`, `rgba()`.
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* @param {number} position - The index of the character in the string to start applying this color value from.
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*/
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Phaser.Text.prototype.addColor = function (color, position) {
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this.colors[position] = color;
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this.dirty = true;
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};
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/**
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* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.
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*
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* @method Phaser.Text.prototype.runWordWrap
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* @param {string} text - The text to perform word wrap detection against.
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* @private
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*/
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Phaser.Text.prototype.runWordWrap = function (text) {
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var result = '';
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var lines = text.split('\n');
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for (var i = 0; i < lines.length; i++)
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{
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var spaceLeft = this.style.wordWrapWidth;
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var words = lines[i].split(' ');
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for (var j = 0; j < words.length; j++)
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{
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var wordWidth = this.context.measureText(words[j]).width;
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var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width;
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if (wordWidthWithSpace > spaceLeft)
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{
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// Skip printing the newline if it's the first word of the line that is greater than the word wrap width.
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if (j > 0)
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{
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result += '\n';
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}
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result += words[j] + ' ';
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spaceLeft = this.style.wordWrapWidth - wordWidth;
|
|
}
|
|
else
|
|
{
|
|
spaceLeft -= wordWidthWithSpace;
|
|
result += words[j] + ' ';
|
|
}
|
|
}
|
|
|
|
if (i < lines.length-1)
|
|
{
|
|
result += '\n';
|
|
}
|
|
}
|
|
|
|
return result;
|
|
|
|
};
|
|
|
|
/**
|
|
* Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
|
|
* 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.
|
|
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
|
|
* @name Phaser.Text#angle
|
|
* @property {number} angle - Gets or sets the angle of rotation in degrees.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'angle', {
|
|
|
|
get: function() {
|
|
return Phaser.Math.radToDeg(this.rotation);
|
|
},
|
|
|
|
set: function(value) {
|
|
this.rotation = Phaser.Math.degToRad(value);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The text string to be displayed by this Text object, taking into account the style settings.
|
|
* @name Phaser.Text#text
|
|
* @property {string} text - The text string to be displayed by this Text object, taking into account the style settings.
|
|
*/
|
|
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();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#font
|
|
* @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'font', {
|
|
|
|
get: function() {
|
|
return this._font;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._font)
|
|
{
|
|
this._font = value.trim();
|
|
this.style.font = this._fontWeight + ' ' + this._fontSize + "px '" + this._font + "'";
|
|
this.dirty = true;
|
|
|
|
if (this.parent)
|
|
{
|
|
this.updateTransform();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#fontSize
|
|
* @property {number} fontSize - The size of the font in pixels.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'fontSize', {
|
|
|
|
get: function() {
|
|
return this._fontSize;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = parseInt(value, 10);
|
|
|
|
if (value !== this._fontSize)
|
|
{
|
|
this._fontSize = value;
|
|
this.style.font = this._fontWeight + ' ' + this._fontSize + "px '" + this._font + "'";
|
|
this.dirty = true;
|
|
|
|
if (this.parent)
|
|
{
|
|
this.updateTransform();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#fontWeight
|
|
* @property {number} fontWeight - The weight of the font: 'normal', 'bold', 'italic'. You can combine settings too, such as 'bold italic'.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'fontWeight', {
|
|
|
|
get: function() {
|
|
return this._fontWeight;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._fontWeight)
|
|
{
|
|
this._fontWeight = value;
|
|
this.style.font = this._fontWeight + ' ' + this._fontSize + "px '" + this._font + "'";
|
|
this.dirty = true;
|
|
|
|
if (this.parent)
|
|
{
|
|
this.updateTransform();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @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;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* By default a Text object won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
|
|
* activated for this object and it will then start to process click/touch events and more.
|
|
*
|
|
* @name Phaser.Text#inputEnabled
|
|
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, "inputEnabled", {
|
|
|
|
get: function () {
|
|
|
|
return (this.input && this.input.enabled);
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value)
|
|
{
|
|
if (this.input === null)
|
|
{
|
|
this.input = new Phaser.InputHandler(this);
|
|
this.input.start();
|
|
}
|
|
else if (this.input && !this.input.enabled)
|
|
{
|
|
this.input.start();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.input && this.input.enabled)
|
|
{
|
|
this.input.stop();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* An Text that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Text.cameraOffset.
|
|
* Note that the cameraOffset values are in addition to any parent in the display list.
|
|
* So if this Text was in a Group that has x: 200, then this will be added to the cameraOffset.x
|
|
*
|
|
* @name Phaser.Text#fixedToCamera
|
|
* @property {boolean} fixedToCamera - Set to true to fix this Text to the Camera at its current world coordinates.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, "fixedToCamera", {
|
|
|
|
get: function () {
|
|
|
|
return !!this._cache[7];
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value)
|
|
{
|
|
this._cache[7] = 1;
|
|
this.cameraOffset.set(this.x, this.y);
|
|
}
|
|
else
|
|
{
|
|
this._cache[7] = 0;
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Text#destroyPhase
|
|
* @property {boolean} destroyPhase - True if this object is currently being destroyed.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, "destroyPhase", {
|
|
|
|
get: function () {
|
|
|
|
return !!this._cache[8];
|
|
|
|
}
|
|
|
|
});
|
|
</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 Thu Oct 09 2014 16:09:45 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
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<br clear="both">
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