mirror of
https://github.com/photonstorm/phaser
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75 lines
3.9 KiB
JavaScript
75 lines
3.9 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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Phaser.GameObject.BitmapText.FACTORY_KEY = 'bitmapText';
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/**
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* Create a new BitmapText object.
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*
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* BitmapText objects work by taking a texture file and an XML file that describes the font structure.
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* It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to
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* match the font structure.
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*
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* BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
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* to use Web Fonts. However you trade this flexibility for pure rendering speed. You can also create visually compelling BitmapTexts by
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* processing the font texture in an image editor first, applying fills and any other effects required.
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*
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* To create multi-line text insert \r, \n or \r\n escape codes into the text string.
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*
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* To create a BitmapText data files you can use:
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*
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* BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
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* Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
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* Littera (Web-based, free): http://kvazars.com/littera/
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*
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* @method Phaser.GameObject.Factory#bitmapText
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* @param {number} x - X coordinate to display the BitmapText object at.
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* @param {number} y - Y coordinate to display the BitmapText object at.
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* @param {string} font - The key of the BitmapText as stored in Phaser.Cache.
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* @param {string} [text=''] - The text that will be rendered. This can also be set later via BitmapText.text.
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* @param {number} [size=32] - The size the font will be rendered at in pixels.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.BitmapText} The newly created bitmapText object.
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*/
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Phaser.GameObject.BitmapText.FACTORY_ADD = function (x, y, font, text, size, group)
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{
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if (group === undefined) { group = this.world; }
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return group.add(new Phaser.GameObject.BitmapText(this.game, x, y, font, text, size));
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};
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/**
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* Create a new BitmapText object.
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*
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* BitmapText objects work by taking a texture file and an XML file that describes the font structure.
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* It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to
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* match the font structure.
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*
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* BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
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* to use Web Fonts. However you trade this flexibility for pure rendering speed. You can also create visually compelling BitmapTexts by
|
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* processing the font texture in an image editor first, applying fills and any other effects required.
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*
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* To create multi-line text insert \r, \n or \r\n escape codes into the text string.
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*
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* To create a BitmapText data files you can use:
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*
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* BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
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* Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
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* Littera (Web-based, free): http://kvazars.com/littera/
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*
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* @method Phaser.GameObjectCreator#bitmapText
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* @param {number} x - X coordinate to display the BitmapText object at.
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* @param {number} y - Y coordinate to display the BitmapText object at.
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* @param {string} font - The key of the BitmapText as stored in Phaser.Cache.
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* @param {string} [text=''] - The text that will be rendered. This can also be set later via BitmapText.text.
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* @param {number} [size=32] - The size the font will be rendered at in pixels.
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* @param {string} [align='left'] - The alignment of multi-line text. Has no effect if there is only one line of text.
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* @return {Phaser.BitmapText} The newly created bitmapText object.
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*/
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Phaser.GameObject.BitmapText.FACTORY_MAKE = function (x, y, font, text, size, align)
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{
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return new Phaser.GameObject.BitmapText(this.game, x, y, font, text, size, align);
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};
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