phaser/docs/Text.js.html
photonstorm 0641170aab Explicitly paused Timer continues if you un-focus and focus the browser window (thanks georgiee)
Added TimerEvent.pendingDelete and checks in Timer.update, so that removing an event in a callback no longer throws an exception (thanks georgiee)
Fixed TypeScript defs on lines 1741-1748 (thanks wombatbuddy)
Added SAT.js to TypeScript definition. Now compiles properly.
Added missing Line.js to the Grunt file.
Tilemap#paste diffX and diffY equations changed, fixed issue #393 (thanks brejep)
Added missing return value in Body.hitLeft and hitRight, fixes issue #398 (thanks ram64).
Fixed easing tween example case. Issue #379 (thanks wesleywerner)
Removed SAT.js UMD wrapped, fixes issue #361 (thanks luizbills)
Removed inContact check from Body.separate.
Fixed Tilemap docs (wrongly pointed to Tileset methods)
2014-02-12 15:33:31 +00:00

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<h1 class="page-title">Source: gameobjects/Text.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Create a new `Text` object.
* @class Phaser.Text
* @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 ,
*/
Phaser.Text = function (game, x, y, text, style) {
x = x || 0;
y = y || 0;
text = text || '';
style = style || '';
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
* @default
*/
this.exists = true;
/**
* @property {boolean} alive - This is a handy little var your game can use to determine if an object is alive or not, it doesn't effect rendering.
* @default
*/
this.alive = true;
/**
* @property {Phaser.Group} group - The parent Group of this Text object.
*/
this.group = null;
/**
* @property {string} name - The user defined name given to this object.
* @default
*/
this.name = '';
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.TEXT;
/**
* @property {string} _text - Internal value.
* @private
*/
this._text = text;
/**
* @property {string} _style - Internal value.
* @private
*/
this._style = style;
PIXI.Text.call(this, text, style);
/**
* @property {Phaser.Point} position - The position of this Text object in world space.
*/
this.position.x = this.x = x;
this.position.y = this.y = y;
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
*
* @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place.
*/
this.anchor = new Phaser.Point();
/**
* @property {Phaser.Point} scale - The scale of the object when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc.
*/
this.scale = new Phaser.Point(1, 1);
/**
* An object that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
* @property {boolean} fixedToCamera - Fixes this object to the Camera.
* @default
*/
this.fixedToCamera = false;
/**
* @property {Phaser.Point} cameraOffset - If this object is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
*/
this.cameraOffset = new Phaser.Point(x, y);
/**
* @property {object} _cache - A mini cache for storing all of the calculated values.
* @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 - A renderable object will be rendered to the context each frame.
*/
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;
}
if (this.fixedToCamera)
{
this.x = this.game.camera.view.x + this.cameraOffset.x;
this.y = this.game.camera.view.y + this.cameraOffset.y;
}
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;
}
}
/**
* @method Phaser.Text.prototype.destroy
*/
Phaser.Text.prototype.destroy = function() {
if (this.group)
{
this.group.remove(this);
}
if (this.canvas.parentNode)
{
this.canvas.parentNode.removeChild(this.canvas);
}
else
{
this.canvas = null;
this.context = null;
}
this.exists = false;
this.group = null;
}
/**
* 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 x coordinate of this object in world space.
* @name Phaser.Text#x
* @property {number} x - The x coordinate of this object in world space.
*/
Object.defineProperty(Phaser.Text.prototype, 'x', {
get: function() {
return this.position.x;
},
set: function(value) {
this.position.x = value;
}
});
/**
* The y coordinate of this object in world space.
* @name Phaser.Text#y
* @property {number} y - The y coordinate of this object in world space.
*/
Object.defineProperty(Phaser.Text.prototype, 'y', {
get: function() {
return this.position.y;
},
set: function(value) {
this.position.y = value;
}
});
/**
* The string to be rendered by this Text object.
* @name Phaser.Text#content
* @property {string} content - The string to be rendered by this Text object.
*/
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);
}
}
});
/**
* The font the text will be rendered in.
* @name Phaser.Text#font
* @property {string} font - The font the text will be rendered in.
*/
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);
}
}
});
</pre>
</article>
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