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980 lines
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980 lines
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<title>Phaser Source: gameobjects/BitmapText.js</title>
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<h1 class="page-title">Source: gameobjects/BitmapText.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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* Creates a new BitmapText object.
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*
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* @class Phaser.BitmapText
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*
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* @classdesc BitmapText objects work by taking a texture file and an XML file that describes the font layout.
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*
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* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
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* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
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* For Web there is the great Littera: http://kvazars.com/littera/
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*
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - X position of the new bitmapText object.
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* @param {number} y - Y position of the new bitmapText object.
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* @param {string} font - The key of the BitmapFont as stored in Game.Cache.
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* @param {string} [text=''] - The actual text that will be rendered. Can be set later via BitmapText.text.
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* @param {number} [size=32] - The size the font will be rendered in, in pixels.
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*/
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Phaser.BitmapText = function (game, x, y, font, text, size) {
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x = x || 0;
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y = y || 0;
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font = font || '';
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text = text || '';
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size = size || 32;
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @default
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*/
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this.exists = true;
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/**
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* @property {string} name - The user defined name given to this BitmapText.
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* @default
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*/
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this.name = '';
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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this.type = Phaser.BITMAPTEXT;
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/**
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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 = 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 = size;
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/**
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* @property {string} _align - Internal cache var.
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* @private
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*/
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this._align = 'left';
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/**
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* @property {number} _tint - Internal cache var.
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* @private
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*/
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this._tint = 0xFFFFFF;
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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();
|
|
|
|
PIXI.BitmapText.call(this, text);
|
|
|
|
this.position.set(x, y);
|
|
|
|
/**
|
|
* A small internal cache:
|
|
* 0 = previous position.x
|
|
* 1 = previous position.y
|
|
* 2 = previous rotation
|
|
* 3 = renderID
|
|
* 4 = fresh? (0 = no, 1 = yes)
|
|
* 5 = outOfBoundsFired (0 = no, 1 = yes)
|
|
* 6 = exists (0 = no, 1 = yes)
|
|
* 7 = fixed to camera (0 = no, 1 = yes)
|
|
* @property {Int16Array} _cache
|
|
* @private
|
|
*/
|
|
this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
|
|
|
|
};
|
|
|
|
Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
|
|
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
|
|
|
|
/**
|
|
* @method Phaser.BitmapText.prototype.setStyle
|
|
* @private
|
|
*/
|
|
Phaser.BitmapText.prototype.setStyle = function() {
|
|
|
|
this.style = { align: this._align };
|
|
this.fontName = this._font;
|
|
this.fontSize = this._fontSize;
|
|
this.dirty = true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Automatically called by World.preUpdate.
|
|
* @method Phaser.BitmapText.prototype.preUpdate
|
|
*/
|
|
Phaser.BitmapText.prototype.preUpdate = function () {
|
|
|
|
this._cache[0] = this.world.x;
|
|
this._cache[1] = this.world.y;
|
|
this._cache[2] = this.rotation;
|
|
|
|
if (!this.exists || !this.parent.exists)
|
|
{
|
|
this.renderOrderID = -1;
|
|
return false;
|
|
}
|
|
|
|
if (this.autoCull)
|
|
{
|
|
// Won't get rendered but will still get its transform updated
|
|
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
|
|
}
|
|
|
|
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
|
|
|
|
if (this.visible)
|
|
{
|
|
this._cache[3] = this.game.world.currentRenderOrderID++;
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
/**
|
|
* Override and use this function in your own custom objects to handle any update requirements you may have.
|
|
*
|
|
* @method Phaser.BitmapText.prototype.update
|
|
*/
|
|
Phaser.BitmapText.prototype.update = function() {
|
|
|
|
}
|
|
|
|
/**
|
|
* Automatically called by World.postUpdate.
|
|
* @method Phaser.BitmapText.prototype.postUpdate
|
|
*/
|
|
Phaser.BitmapText.prototype.postUpdate = function () {
|
|
|
|
// Fixed to Camera?
|
|
if (this._cache[7] === 1)
|
|
{
|
|
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
|
|
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Destroy this BitmapText instance. This will remove any filters and un-parent any children.
|
|
* @method Phaser.BitmapText.prototype.destroy
|
|
*/
|
|
Phaser.BitmapText.prototype.destroy = function() {
|
|
|
|
if (this.parent)
|
|
{
|
|
this.parent.remove(this);
|
|
}
|
|
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.removeChild(this.children[i]);
|
|
}
|
|
|
|
this.exists = false;
|
|
this.visible = false;
|
|
|
|
this.filters = null;
|
|
this.mask = null;
|
|
this.game = null;
|
|
|
|
}
|
|
|
|
/**
|
|
* @name Phaser.BitmapText#align
|
|
* @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, 'align', {
|
|
|
|
get: function() {
|
|
return this._align;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._align)
|
|
{
|
|
this._align = value;
|
|
this.setStyle();
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.BitmapText#tint
|
|
* @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, 'tint', {
|
|
|
|
get: function() {
|
|
return this._tint;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._tint)
|
|
{
|
|
this._tint = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* 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.BitmapText#angle
|
|
* @property {number} angle - Gets or sets the angle of rotation in degrees.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
|
|
|
|
get: function() {
|
|
return Phaser.Math.radToDeg(this.rotation);
|
|
},
|
|
|
|
set: function(value) {
|
|
this.rotation = Phaser.Math.degToRad(value);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.BitmapText#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.BitmapText.prototype, 'font', {
|
|
|
|
get: function() {
|
|
return this._font;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._font)
|
|
{
|
|
this._font = value.trim();
|
|
this.style.font = this._fontSize + "px '" + this._font + "'";
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.BitmapText#fontSize
|
|
* @property {number} fontSize - The size of the font in pixels.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', {
|
|
|
|
get: function() {
|
|
return this._fontSize;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = parseInt(value);
|
|
|
|
if (value !== this._fontSize)
|
|
{
|
|
this._fontSize = value;
|
|
this.style.font = this._fontSize + "px '" + this._font + "'";
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The text string to be displayed by this Text object, taking into account the style settings.
|
|
* @name Phaser.BitmapText#text
|
|
* @property {string} text - The text string to be displayed by this Text object, taking into account the style settings.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, 'text', {
|
|
|
|
get: function() {
|
|
return this._text;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._text)
|
|
{
|
|
this._text = value.toString() || ' ';
|
|
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.BitmapText#inputEnabled
|
|
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.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.stop();
|
|
}
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* An BitmapText that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in BitmapText.cameraOffset.
|
|
* Note that the cameraOffset values are in addition to any parent in the display list.
|
|
* So if this BitmapText was in a Group that has x: 200, then this will be added to the cameraOffset.x
|
|
*
|
|
* @name Phaser.BitmapText#fixedToCamera
|
|
* @property {boolean} fixedToCamera - Set to true to fix this BitmapText to the Camera at its current world coordinates.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.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;
|
|
}
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Mon Feb 24 2014 12:11:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
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</div>
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<br clear="both">
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