phaser/docs/Text.js.html
2014-07-18 12:45:51 +01:00

1495 lines
38 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: gameobjects/Text.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="Phaser.html">Phaser</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1">
<a href="Phaser.Animation.html">Animation</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Button.html">Button</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Cache.html">Cache</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Camera.html">Camera</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Color.html">Color</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Events.html">Events</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Filter.html">Filter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Frame.html">Frame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Game.html">Game</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GamepadButton.html">GamepadButton</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Group.html">Group</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Image.html">Image</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Input.html">Input</a>
</li>
<li class="class-depth-1">
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Key.html">Key</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Line.html">Line</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Loader.html">Loader</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Math.html">Math</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Net.html">Net</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particle.html">Particle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particles.html">Particles</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Physics.html">Physics</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Ninja.html">Ninja</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.P2.html">P2</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Material.html">Material</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RetroFont.html">RetroFont</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Signal.html">Signal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SignalBinding.html">SignalBinding</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sound.html">Sound</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="Phaser.State.html">State</a>
</li>
<li class="class-depth-1">
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tile.html">Tile</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Time.html">Time</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Timer.html">Timer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Touch.html">Touch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tween.html">Tween</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Utils.html">Utils</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li class="class-depth-1">
<a href="Phaser.World.html">World</a>
</li>
</ul>
</li>
</strong>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<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. 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.
* 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.
* Here is a compatibility table showing the available default fonts across different mobile browsers: http://www.jordanm.co.uk/tinytype
*
* @class Phaser.Text
* @extends PIXI.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 || {};
if (text.length === 0)
{
text = ' ';
}
else
{
text = text.toString();
}
/**
* @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 {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 {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.
*/
this.z = 0;
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
/**
* @property {string} _text - Internal cache var.
* @private
*/
this._text = text;
/**
* @property {string} _font - Internal cache var.
* @private
*/
this._font = '';
/**
* @property {number} _fontSize - Internal cache var.
* @private
*/
this._fontSize = 32;
/**
* @property {string} _fontWeight - Internal cache var.
* @private
*/
this._fontWeight = 'normal';
/**
* @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.
* @private
*/
this._lineSpacing = 0;
/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/
this.events = new Phaser.Events(this);
/**
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
*/
this.input = null;
/**
* @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.
*/
this.cameraOffset = new Phaser.Point();
this.setStyle(style);
PIXI.Text.call(this, text, this.style);
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)
* 8 = destroy phase? (0 = no, 1 = yes)
* @property {Array} _cache
* @private
*/
this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0 ];
};
Phaser.Text.prototype = Object.create(PIXI.Text.prototype);
Phaser.Text.prototype.constructor = Phaser.Text;
/**
* Automatically called by World.preUpdate.
* @method Phaser.Text.prototype.preUpdate
*/
Phaser.Text.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.tx, this.game.camera.y + this.worldTransform.ty);
if (this.visible)
{
this._cache[3] = this.game.stage.currentRenderOrderID++;
}
// Update any Children
for (var i = 0, len = this.children.length; i &lt; len; i++)
{
this.children[i].preUpdate();
}
return true;
};
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.Text#update
* @memberof Phaser.Text
*/
Phaser.Text.prototype.update = function() {
};
/**
* Automatically called by World.postUpdate.
* @method Phaser.Text.prototype.postUpdate
*/
Phaser.Text.prototype.postUpdate = function () {
if (this._cache[7] === 1)
{
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
}
// Update any Children
for (var i = 0, len = this.children.length; i &lt; len; i++)
{
this.children[i].postUpdate();
}
};
/**
* @method Phaser.Text.prototype.destroy
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
*/
Phaser.Text.prototype.destroy = function (destroyChildren) {
if (this.game === null || this.destroyPhase) { return; }
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
this._cache[8] = 1;
if (this.parent)
{
if (this.parent instanceof Phaser.Group)
{
this.parent.remove(this);
}
else
{
this.parent.removeChild(this);
}
}
this.texture.destroy();
if (this.canvas.parentNode)
{
this.canvas.parentNode.removeChild(this.canvas);
}
else
{
this.canvas = null;
this.context = null;
}
var i = this.children.length;
if (destroyChildren)
{
while (i--)
{
this.children[i].destroy(destroyChildren);
}
}
else
{
while (i--)
{
this.removeChild(this.children[i]);
}
}
this.exists = false;
this.visible = false;
this.filters = null;
this.mask = null;
this.game = null;
this._cache[8] = 0;
};
/**
* @method Phaser.Text.prototype.setShadow
* @param {number} [x=0] - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
* @param {number} [y=0] - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
* @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.
* @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).
*/
Phaser.Text.prototype.setShadow = function (x, y, color, blur) {
this.style.shadowOffsetX = x || 0;
this.style.shadowOffsetY = y || 0;
this.style.shadowColor = color || 'rgba(0,0,0,0)';
this.style.shadowBlur = blur || 0;
this.dirty = true;
};
/**
* Set the style of the text by passing a single style object to it.
*
* @method Phaser.Text.prototype.setStyle
* @param [style] {Object} The style parameters
* @param [style.font='bold 20pt Arial'] {String} The style and size of the font
* @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00'
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
* @param [style.stroke='black'] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap
*/
Phaser.Text.prototype.setStyle = function (style) {
style = style || {};
style.font = style.font || 'bold 20pt Arial';
style.fill = style.fill || 'black';
style.align = style.align || 'left';
style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
style.strokeThickness = style.strokeThickness || 0;
style.wordWrap = style.wordWrap || false;
style.wordWrapWidth = style.wordWrapWidth || 100;
style.shadowOffsetX = style.shadowOffsetX || 0;
style.shadowOffsetY = style.shadowOffsetY || 0;
style.shadowColor = style.shadowColor || 'rgba(0,0,0,0)';
style.shadowBlur = style.shadowBlur || 0;
this.style = style;
this.dirty = true;
};
/**
* Renders text. This replaces the Pixi.Text.updateText function as we need a few extra bits in here.
*
* @method Phaser.Text.prototype.updateText
* @private
*/
Phaser.Text.prototype.updateText = function () {
this.context.font = this.style.font;
var outputText = this.text;
// word wrap
// preserve original text
if (this.style.wordWrap)
{
outputText = this.runWordWrap(this.text);
}
//split text into lines
var lines = outputText.split(/(?:\r\n|\r|\n)/);
//calculate text width
var lineWidths = [];
var maxLineWidth = 0;
for (var i = 0; i &lt; lines.length; i++)
{
var lineWidth = this.context.measureText(lines[i]).width;
lineWidths[i] = lineWidth;
maxLineWidth = Math.max(maxLineWidth, lineWidth);
}
this.canvas.width = maxLineWidth + this.style.strokeThickness;
//calculate text height
var lineHeight = this.determineFontHeight('font: ' + this.style.font + ';') + this.style.strokeThickness + this._lineSpacing + this.style.shadowOffsetY;
this.canvas.height = lineHeight * lines.length;
if (navigator.isCocoonJS)
{
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
//set canvas text styles
this.context.fillStyle = this.style.fill;
this.context.font = this.style.font;
this.context.strokeStyle = this.style.stroke;
this.context.lineWidth = this.style.strokeThickness;
this.context.shadowOffsetX = this.style.shadowOffsetX;
this.context.shadowOffsetY = this.style.shadowOffsetY;
this.context.shadowColor = this.style.shadowColor;
this.context.shadowBlur = this.style.shadowBlur;
this.context.textBaseline = 'top';
this.context.lineCap = 'round';
this.context.lineJoin = 'round';
//draw lines line by line
for (i = 0; i &lt; lines.length; i++)
{
var linePosition = new PIXI.Point(this.style.strokeThickness / 2, this.style.strokeThickness / 2 + i * lineHeight);
if (this.style.align === 'right')
{
linePosition.x += maxLineWidth - lineWidths[i];
}
else if (this.style.align === 'center')
{
linePosition.x += (maxLineWidth - lineWidths[i]) / 2;
}
linePosition.y += this._lineSpacing;
if (this.style.stroke && this.style.strokeThickness)
{
this.context.strokeText(lines[i], linePosition.x, linePosition.y);
}
if (this.style.fill)
{
this.context.fillText(lines[i], linePosition.x, linePosition.y);
}
}
this.updateTexture();
};
/**
* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.
*
* @method Phaser.Text.prototype.runWordWrap
* @private
*/
Phaser.Text.prototype.runWordWrap = function (text) {
var result = '';
var lines = text.split('\n');
for (var i = 0; i &lt; lines.length; i++)
{
var spaceLeft = this.style.wordWrapWidth;
var words = lines[i].split(' ');
for (var j = 0; j &lt; words.length; j++)
{
var wordWidth = this.context.measureText(words[j]).width;
var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width;
if (wordWidthWithSpace > spaceLeft)
{
// Skip printing the newline if it's the first word of the line that is greater than the word wrap width.
if (j > 0)
{
result += '\n';
}
result += words[j] + ' ';
spaceLeft = this.style.wordWrapWidth - wordWidth;
}
else
{
spaceLeft -= wordWidthWithSpace;
result += words[j] + ' ';
}
}
if (i &lt; 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;
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;
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;
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;
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;
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 Fri Jul 18 2014 12:36:37 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
<br clear="both">
</div>
</div>
<script src="scripts/sunlight.js"></script>
<script src="scripts/sunlight.javascript.js"></script>
<script src="scripts/sunlight-plugin.doclinks.js"></script>
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
<script src="scripts/sunlight-plugin.menu.js"></script>
<script src="scripts/jquery.min.js"></script>
<script src="scripts/jquery.scrollTo.js"></script>
<script src="scripts/jquery.localScroll.js"></script>
<script src="scripts/bootstrap-dropdown.js"></script>
<script src="scripts/toc.js"></script>
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
<script>
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
</script>
</body>
</html>