phaser/docs/RetroFont.js.html
2014-10-22 21:49:44 +01:00

1228 lines
34 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: gameobjects/RetroFont.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.AudioSprite.html">AudioSprite</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.FlexGrid.html">FlexGrid</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexLayer.html">FlexLayer</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-2">
<a href="Phaser.Particles.Arcade.html">Arcade</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.RotationalSpring.html">RotationalSpring</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.Rope.html">Rope</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>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: gameobjects/RetroFont.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}
*/
/**
* A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text. However unlike a BitmapFont every character in a RetroFont
* is the same size. This makes it similar to a sprite sheet. You typically find font sheets like this from old 8/16-bit games and demos.
*
* @class Phaser.RetroFont
* @extends Phaser.RenderTexture
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {string} key - The font set graphic set as stored in the Game.Cache.
* @param {number} characterWidth - The width of each character in the font set.
* @param {number} characterHeight - The height of each character in the font set.
* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
* @param {number} [charsPerRow] - The number of characters per row in the font set. If not given charsPerRow will be the image width / characterWidth.
* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
*/
Phaser.RetroFont = function (game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
if (!game.cache.checkImageKey(key))
{
return false;
}
if (typeof charsPerRow === 'undefined' || charsPerRow === null)
{
charsPerRow = game.cache.getImage(key).width / characterWidth;
}
/**
* @property {number} characterWidth - The width of each character in the font set.
*/
this.characterWidth = characterWidth;
/**
* @property {number} characterHeight - The height of each character in the font set.
*/
this.characterHeight = characterHeight;
/**
* @property {number} characterSpacingX - If the characters in the font set have horizontal spacing between them set the required amount here.
*/
this.characterSpacingX = xSpacing || 0;
/**
* @property {number} characterSpacingY - If the characters in the font set have vertical spacing between them set the required amount here.
*/
this.characterSpacingY = ySpacing || 0;
/**
* @property {number} characterPerRow - The number of characters per row in the font set.
*/
this.characterPerRow = charsPerRow;
/**
* @property {number} offsetX - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @readonly
*/
this.offsetX = xOffset || 0;
/**
* @property {number} offsetY - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
* @readonly
*/
this.offsetY = yOffset || 0;
/**
* @property {string} align - Alignment of the text when multiLine = true or a fixedWidth is set. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
*/
this.align = "left";
/**
* @property {boolean} multiLine - If set to true all carriage-returns in text will form new lines (see align). If false the font will only contain one single line of text (the default)
* @default
*/
this.multiLine = false;
/**
* @property {boolean} autoUpperCase - Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters, so the default is true.
* @default
*/
this.autoUpperCase = true;
/**
* @property {number} customSpacingX - Adds horizontal spacing between each character of the font, in pixels.
* @default
*/
this.customSpacingX = 0;
/**
* @property {number} customSpacingY - Adds vertical spacing between each line of multi-line text, set in pixels.
* @default
*/
this.customSpacingY = 0;
/**
* If you need this RetroFont image to have a fixed width you can set the width in this value.
* If text is wider than the width specified it will be cropped off.
* @property {number} fixedWidth
*/
this.fixedWidth = 0;
/**
* @property {Image} fontSet - A reference to the image stored in the Game.Cache that contains the font.
*/
this.fontSet = game.cache.getImage(key);
/**
* @property {string} _text - The text of the font image.
* @private
*/
this._text = '';
/**
* @property {array} grabData - An array of rects for faster character pasting.
* @private
*/
this.grabData = [];
/**
* @property {Phaser.FrameData} frameData - The FrameData representing this Retro Font.
*/
this.frameData = new Phaser.FrameData();
// Now generate our rects for faster copying later on
var currentX = this.offsetX;
var currentY = this.offsetY;
var r = 0;
for (var c = 0; c &lt; chars.length; c++)
{
var uuid = game.rnd.uuid();
var frame = this.frameData.addFrame(new Phaser.Frame(c, currentX, currentY, this.characterWidth, this.characterHeight, '', uuid));
this.grabData[chars.charCodeAt(c)] = frame.index;
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
x: currentX,
y: currentY,
width: this.characterWidth,
height: this.characterHeight
});
r++;
if (r == this.characterPerRow)
{
r = 0;
currentX = this.offsetX;
currentY += this.characterHeight + this.characterSpacingY;
}
else
{
currentX += this.characterWidth + this.characterSpacingX;
}
}
game.cache.updateFrameData(key, this.frameData);
/**
* @property {Phaser.Image} stamp - The image that is stamped to the RenderTexture for each character in the font.
* @readonly
*/
this.stamp = new Phaser.Image(game, 0, 0, key, 0);
Phaser.RenderTexture.call(this, game, 100, 100, '', Phaser.scaleModes.NEAREST);
/**
* @property {number} type - Base Phaser object type.
*/
this.type = Phaser.RETROFONT;
};
Phaser.RetroFont.prototype = Object.create(Phaser.RenderTexture.prototype);
Phaser.RetroFont.prototype.constructor = Phaser.RetroFont;
/**
* Align each line of multi-line text to the left.
* @constant
* @type {string}
*/
Phaser.RetroFont.ALIGN_LEFT = "left";
/**
* Align each line of multi-line text to the right.
* @constant
* @type {string}
*/
Phaser.RetroFont.ALIGN_RIGHT = "right";
/**
* Align each line of multi-line text in the center.
* @constant
* @type {string}
*/
Phaser.RetroFont.ALIGN_CENTER = "center";
/**
* Text Set 1 = !"#$%&'()*+,-./0123456789:;&lt;=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
* @constant
* @type {string}
*/
Phaser.RetroFont.TEXT_SET1 = " !\"#$%&'()*+,-./0123456789:;&lt;=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
/**
* Text Set 2 = !"#$%&'()*+,-./0123456789:;&lt;=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ
* @constant
* @type {string}
*/
Phaser.RetroFont.TEXT_SET2 = " !\"#$%&'()*+,-./0123456789:;&lt;=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ";
/**
* Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
* @constant
* @type {string}
*/
Phaser.RetroFont.TEXT_SET3 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 ";
/**
* Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789
* @constant
* @type {string}
*/
Phaser.RetroFont.TEXT_SET4 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789";
/**
* Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789
* @constant
* @type {string}
*/
Phaser.RetroFont.TEXT_SET5 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789";
/**
* Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789"(),-.'
* @constant
* @type {string}
*/
Phaser.RetroFont.TEXT_SET6 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.' ";
/**
* Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW")28FLRX-'39
* @constant
* @type {string}
*/
Phaser.RetroFont.TEXT_SET7 = "AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39";
/**
* Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ
* @constant
* @type {string}
*/
Phaser.RetroFont.TEXT_SET8 = "0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ";
/**
* Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'"?!
* @constant
* @type {string}
*/
Phaser.RetroFont.TEXT_SET9 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!";
/**
* Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ
* @constant
* @type {string}
*/
Phaser.RetroFont.TEXT_SET10 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
/**
* Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,"-+!?()':;0123456789
* @constant
* @type {string}
*/
Phaser.RetroFont.TEXT_SET11 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789";
/**
* If you need this RetroFont to have a fixed width and custom alignment you can set the width here.
* If text is wider than the width specified it will be cropped off.
*
* @method Phaser.RetroFont#setFixedWidth
* @memberof Phaser.RetroFont
* @param {number} width - Width in pixels of this RetroFont. Set to zero to disable and re-enable automatic resizing.
* @param {string} [lineAlignment='left'] - Align the text within this width. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
*/
Phaser.RetroFont.prototype.setFixedWidth = function (width, lineAlignment) {
if (typeof lineAlignment === 'undefined') { lineAlignment = 'left'; }
this.fixedWidth = width;
this.align = lineAlignment;
};
/**
* A helper function that quickly sets lots of variables at once, and then updates the text.
*
* @method Phaser.RetroFont#setText
* @memberof Phaser.RetroFont
* @param {string} content - The text of this sprite.
* @param {boolean} [multiLine=false] - Set to true if you want to support carriage-returns in the text and create a multi-line sprite instead of a single line.
* @param {number} [characterSpacing=0] - To add horizontal spacing between each character specify the amount in pixels.
* @param {number} [lineSpacing=0] - To add vertical spacing between each line of text, set the amount in pixels.
* @param {string} [lineAlignment='left'] - Align each line of multi-line text. Set to RetroFont.ALIGN_LEFT, RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
* @param {boolean} [allowLowerCase=false] - Lots of bitmap font sets only include upper-case characters, if yours needs to support lower case then set this to true.
*/
Phaser.RetroFont.prototype.setText = function (content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase) {
this.multiLine = multiLine || false;
this.customSpacingX = characterSpacing || 0;
this.customSpacingY = lineSpacing || 0;
this.align = lineAlignment || 'left';
if (allowLowerCase)
{
this.autoUpperCase = false;
}
else
{
this.autoUpperCase = true;
}
if (content.length > 0)
{
this.text = content;
}
};
/**
* Updates the texture with the new text.
*
* @method Phaser.RetroFont#buildRetroFontText
* @memberof Phaser.RetroFont
*/
Phaser.RetroFont.prototype.buildRetroFontText = function () {
var cx = 0;
var cy = 0;
this.clear();
if (this.multiLine)
{
var lines = this._text.split("\n");
if (this.fixedWidth > 0)
{
this.resize(this.fixedWidth, (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY, true);
}
else
{
this.resize(this.getLongestLine() * (this.characterWidth + this.customSpacingX), (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY, true);
}
// Loop through each line of text
for (var i = 0; i &lt; lines.length; i++)
{
// This line of text is held in lines[i] - need to work out the alignment
switch (this.align)
{
case Phaser.RetroFont.ALIGN_LEFT:
cx = 0;
break;
case Phaser.RetroFont.ALIGN_RIGHT:
cx = this.width - (lines[i].length * (this.characterWidth + this.customSpacingX));
break;
case Phaser.RetroFont.ALIGN_CENTER:
cx = (this.width / 2) - ((lines[i].length * (this.characterWidth + this.customSpacingX)) / 2);
cx += this.customSpacingX / 2;
break;
}
// Sanity checks
if (cx &lt; 0)
{
cx = 0;
}
this.pasteLine(lines[i], cx, cy, this.customSpacingX);
cy += this.characterHeight + this.customSpacingY;
}
}
else
{
if (this.fixedWidth > 0)
{
this.resize(this.fixedWidth, this.characterHeight, true);
}
else
{
this.resize(this._text.length * (this.characterWidth + this.customSpacingX), this.characterHeight, true);
}
switch (this.align)
{
case Phaser.RetroFont.ALIGN_LEFT:
cx = 0;
break;
case Phaser.RetroFont.ALIGN_RIGHT:
cx = this.width - (this._text.length * (this.characterWidth + this.customSpacingX));
break;
case Phaser.RetroFont.ALIGN_CENTER:
cx = (this.width / 2) - ((this._text.length * (this.characterWidth + this.customSpacingX)) / 2);
cx += this.customSpacingX / 2;
break;
}
this.textureBuffer.clear();
this.pasteLine(this._text, cx, 0, this.customSpacingX);
}
};
/**
* Internal function that takes a single line of text (2nd parameter) and pastes it into the BitmapData at the given coordinates.
* Used by getLine and getMultiLine
*
* @method Phaser.RetroFont#pasteLine
* @memberof Phaser.RetroFont
* @param {string} line - The single line of text to paste.
* @param {number} x - The x coordinate.
* @param {number} y - The y coordinate.
* @param {number} customSpacingX - Custom X spacing.
*/
Phaser.RetroFont.prototype.pasteLine = function (line, x, y, customSpacingX) {
var p = new Phaser.Point();
for (var c = 0; c &lt; line.length; c++)
{
// If it's a space then there is no point copying, so leave a blank space
if (line.charAt(c) == " ")
{
x += this.characterWidth + customSpacingX;
}
else
{
// If the character doesn't exist in the font then we don't want a blank space, we just want to skip it
if (this.grabData[line.charCodeAt(c)] >= 0)
{
this.stamp.frame = this.grabData[line.charCodeAt(c)];
p.set(x, y);
this.render(this.stamp, p, false);
x += this.characterWidth + customSpacingX;
if (x > this.width)
{
break;
}
}
}
}
};
/**
* Works out the longest line of text in _text and returns its length
*
* @method Phaser.RetroFont#getLongestLine
* @memberof Phaser.RetroFont
* @return {number} The length of the longest line of text.
*/
Phaser.RetroFont.prototype.getLongestLine = function () {
var longestLine = 0;
if (this._text.length > 0)
{
var lines = this._text.split("\n");
for (var i = 0; i &lt; lines.length; i++)
{
if (lines[i].length > longestLine)
{
longestLine = lines[i].length;
}
}
}
return longestLine;
};
/**
* Internal helper function that removes all unsupported characters from the _text String, leaving only characters contained in the font set.
*
* @method Phaser.RetroFont#removeUnsupportedCharacters
* @memberof Phaser.RetroFont
* @protected
* @param {boolean} [stripCR=true] - Should it strip carriage returns as well?
* @return {string} A clean version of the string.
*/
Phaser.RetroFont.prototype.removeUnsupportedCharacters = function (stripCR) {
var newString = "";
for (var c = 0; c &lt; this._text.length; c++)
{
var aChar = this._text[c];
var code = aChar.charCodeAt(0);
if (this.grabData[code] >= 0 || (!stripCR && aChar === "\n"))
{
newString = newString.concat(aChar);
}
}
return newString;
};
/**
* Updates the x and/or y offset that the font is rendered from. This updates all of the texture frames, so be careful how often it is called.
* Note that the values given for the x and y properties are either ADDED to or SUBTRACTED from (if negative) the existing offsetX/Y values of the characters.
* So if the current offsetY is 8 and you want it to start rendering from y16 you would call updateOffset(0, 8) to add 8 to the current y offset.
*
* @method Phaser.RetroFont#updateOffset
* @memberof Phaser.RetroFont
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
*/
Phaser.RetroFont.prototype.updateOffset = function (x, y) {
if (this.offsetX === x && this.offsetY === y)
{
return;
}
var diffX = x - this.offsetX;
var diffY = y - this.offsetY;
var frames = this.game.cache.getFrameData(this.stamp.key).getFrames();
var i = frames.length;
while (i--)
{
frames[i].x += diffX;
frames[i].y += diffY;
PIXI.TextureCache[frames[i].uuid].frame.x = frames[i].x;
PIXI.TextureCache[frames[i].uuid].frame.y = frames[i].y;
}
this.buildRetroFontText();
};
/**
* @name Phaser.BitmapText#text
* @property {string} text - Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true.
*/
Object.defineProperty(Phaser.RetroFont.prototype, "text", {
get: function () {
return this._text;
},
set: function (value) {
var newText;
if (this.autoUpperCase)
{
newText = value.toUpperCase();
}
else
{
newText = value;
}
if (newText !== this._text)
{
this._text = newText;
this.removeUnsupportedCharacters(this.multiLine);
this.buildRetroFontText();
}
}
});
/**
* @name Phaser.BitmapText#smoothed
* @property {string} text - Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true.
*/
Object.defineProperty(Phaser.RetroFont.prototype, "smoothed", {
get: function () {
return this.stamp.smoothed;
},
set: function (value) {
this.stamp.smoothed = value;
this.buildRetroFontText();
}
});
</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 Wed Oct 22 2014 21:45:44 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>