phaser/src/gameobjects/Text.js
2013-10-04 14:41:15 +01:00

198 lines
4.2 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.Text
*/
/**
* Create a new <code>Text</code>.
* @class Phaser.Text
* @classdesc Description of class.
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {Description} x - Description.
* @param {Description} y - Description.
* @param {string} text - Description.
* @param {string} style - Description.
*/
Phaser.Text = function (game, x, y, text, style) {
x = x || 0;
y = y || 0;
text = text || '';
style = style || '';
// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
/**
* @property {boolean} exists - Description.
* @default
*/
this.exists = true;
// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
/**
* @property {boolean} alive - Description.
* @default
*/
this.alive = true;
/**
* @property {Description} group - Description.
* @default
*/
this.group = null;
/**
* @property {string} name - Description.
* @default
*/
this.name = '';
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
this._text = text;
this._style = style;
PIXI.Text.call(this, text, style);
/**
* @property {Description} type - Description.
*/
this.type = Phaser.TEXT;
/**
* @property {Description} position - Description.
*/
this.position.x = this.x = x;
this.position.y = this.y = y;
// Replaces the PIXI.Point with a slightly more flexible one
/**
* @property {Phaser.Point} anchor - Description.
*/
this.anchor = new Phaser.Point();
/**
* @property {Phaser.Point} scale - Description.
*/
this.scale = new Phaser.Point(1, 1);
// A mini cache for storing all of the calculated values
/**
* @property {Description} _cache - Description.
* @private
*/
this._cache = {
dirty: false,
// Transform cache
a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
// The previous calculated position
x: -1, y: -1,
// The actual scale values based on the worldTransform
scaleX: 1, scaleY: 1
};
this._cache.x = this.x;
this._cache.y = this.y;
/**
* @property {boolean} renderable - Description.
*/
this.renderable = true;
};
Phaser.Text.prototype = Object.create(PIXI.Text.prototype);
Phaser.Text.prototype.constructor = Phaser.Text;
/**
* Automatically called by World.update.
* @method Phaser.Text.prototype.update
*/
Phaser.Text.prototype.update = function() {
if (!this.exists)
{
return;
}
this._cache.dirty = false;
this._cache.x = this.x;
this._cache.y = this.y;
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
{
this.position.x = this._cache.x;
this.position.y = this._cache.y;
this._cache.dirty = true;
}
}
/**
* Get
* @returns {Description}
*//**
* Set
* @param {Description} value - Description
*/
Object.defineProperty(Phaser.Text.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
Object.defineProperty(Phaser.Text.prototype, 'content', {
get: function() {
return this._text;
},
set: function(value) {
// Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws
if (value !== this._text)
{
this._text = value;
this.setText(value);
}
}
});
Object.defineProperty(Phaser.Text.prototype, 'font', {
get: function() {
return this._style;
},
set: function(value) {
// Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws
if (value !== this._style)
{
this._style = value;
this.setStyle(value);
}
}
});