mirror of
https://github.com/photonstorm/phaser
synced 2024-12-29 22:43:08 +00:00
712 lines
19 KiB
JavaScript
712 lines
19 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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/**
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* BitmapText objects work by taking a texture file and an XML or JSON 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 rendering speed. You can also create visually compelling BitmapTexts by
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* processing the font texture in an image editor, 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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* If you are having performance issues due to the volume of sprites being rendered, and do not require the text to be constantly
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* updating, you can use BitmapText.generateTexture to create a static texture from this BitmapText.
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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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* For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of
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* converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson
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*
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* If you were using an older version of Phaser (< 2.4) and using the DOMish parser hack, please remove this. It isn't required any longer.
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*
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* @class Phaser.GameObject.BitmapText
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* @constructor
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* @extends PIXI.DisplayObjectContainer
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* @extends Phaser.Component.Core
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* @extends Phaser.Component.Angle
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* @extends Phaser.Component.AutoCull
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* @extends Phaser.Component.Bounds
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* @extends Phaser.Component.Destroy
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* @extends Phaser.Component.FixedToCamera
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* @extends Phaser.Component.InputEnabled
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* @extends Phaser.Component.InWorld
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* @extends Phaser.Component.LifeSpan
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* @extends Phaser.Component.PhysicsBody
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* @extends Phaser.Component.Reset
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* @param {Phaser.Game} game - A reference to the currently running game.
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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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*/
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Phaser.GameObject.BitmapText = function (game, x, y, font, text, size, align) {
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x = x || 0;
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y = y || 0;
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font = font || '';
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text = text || '';
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size = size || 32;
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align = align || 'left';
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PIXI.DisplayObjectContainer.call(this);
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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this.type = Phaser.BITMAPTEXT;
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/**
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* @property {number} physicsType - The const physics body type of this object.
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* @readonly
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*/
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this.physicsType = Phaser.SPRITE;
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/**
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* @property {number} textWidth - The width in pixels of the overall text area, taking into consideration multi-line text.
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* @readOnly
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*/
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this.textWidth = 0;
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/**
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* @property {number} textHeight - The height in pixels of the overall text area, taking into consideration multi-line text.
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* @readOnly
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*/
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this.textHeight = 0;
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/**
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* @property {Phaser.Point} anchor - The anchor value of this BitmapText.
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*/
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this.anchor = new Phaser.Point();
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/**
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* @property {Phaser.Point} _prevAnchor - The previous anchor value.
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* @private
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*/
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this._prevAnchor = new Phaser.Point();
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/**
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* @property {array} _glyphs - Private tracker for the letter sprite pool.
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* @private
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*/
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this._glyphs = [];
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/**
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* @property {number} _maxWidth - Internal cache var.
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* @private
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*/
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this._maxWidth = 0;
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/**
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* @property {string} _text - Internal cache var.
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* @private
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*/
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this._text = text.toString() || '';
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/**
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* @property {string} _data - Internal cache var.
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* @private
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*/
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this._data = game.cache.getBitmapFont(font);
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/**
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* @property {string} _font - Internal cache var.
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* @private
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*/
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this._font = font;
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/**
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* @property {number} _fontSize - Internal cache var.
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* @private
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*/
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this._fontSize = size;
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/**
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* @property {string} _align - Internal cache var.
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* @private
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*/
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this._align = align;
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/**
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* @property {number} _tint - Internal cache var.
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* @private
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*/
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this._tint = 0xFFFFFF;
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this.updateText();
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/**
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* @property {boolean} dirty - The dirty state of this object.
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*/
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this.dirty = false;
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Phaser.Component.Core.init.call(this, game, x, y, '', null);
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};
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Phaser.GameObject.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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Phaser.GameObject.BitmapText.prototype.constructor = Phaser.GameObject.BitmapText;
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Phaser.Component.Core.install.call(Phaser.GameObject.BitmapText.prototype, [
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'Angle',
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'AutoCull',
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'Bounds',
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'Destroy',
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'FixedToCamera',
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'InputEnabled',
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'InWorld',
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'LifeSpan',
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'PhysicsBody',
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'Reset'
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]);
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Phaser.GameObject.BitmapText.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
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Phaser.GameObject.BitmapText.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
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Phaser.GameObject.BitmapText.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
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Phaser.GameObject.BitmapText.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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/**
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* Automatically called by World.preUpdate.
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*
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* @method
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* @memberof Phaser.GameObject.BitmapText
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* @return {boolean} True if the BitmapText was rendered, otherwise false.
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*/
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Phaser.GameObject.BitmapText.prototype.preUpdate = function () {
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if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
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{
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return false;
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}
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return this.preUpdateCore();
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};
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/**
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* Automatically called by World.preUpdate.
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* @method Phaser.GameObject.BitmapText.prototype.postUpdate
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*/
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Phaser.GameObject.BitmapText.prototype.postUpdate = function () {
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Phaser.Component.PhysicsBody.postUpdate.call(this);
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Phaser.Component.FixedToCamera.postUpdate.call(this);
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if (this.body && this.body.type === Phaser.Physics.ARCADE)
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{
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if ((this.textWidth !== this.body.sourceWidth) || (this.textHeight !== this.body.sourceHeight))
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{
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this.body.setSize(this.textWidth, this.textHeight);
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}
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}
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};
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/**
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* The text to be displayed by this BitmapText object.
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*
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* It's faster to use `BitmapText.text = string`, but this is kept for backwards compatibility.
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*
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* @method Phaser.GameObject.BitmapText.prototype.setText
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* @param {string} text - The text to be displayed by this BitmapText object.
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*/
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Phaser.GameObject.BitmapText.prototype.setText = function (text) {
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this.text = text;
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};
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/**
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* Given the input text this will scan the characters until either a newline is encountered,
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* or the line exceeds maxWidth, taking into account kerning, character widths and scaling.
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*
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* @method Phaser.GameObject.BitmapText.prototype.scanLine
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* @private
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* @param {object} data - A reference to the font object in the Phaser.Cache.
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* @param {float} scale - The scale of the font in relation to the texture.
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* @param {string} text - The text to parse.
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* @return {object} An object containing the parsed characters, total pixel width and x offsets.
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*/
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Phaser.GameObject.BitmapText.prototype.scanLine = function (data, scale, text) {
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var x = 0;
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var w = 0;
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var lastSpace = -1;
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var wrappedWidth = 0;
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var prevCharCode = null;
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var maxWidth = (this._maxWidth > 0) ? this._maxWidth : null;
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var chars = [];
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// Let's scan the text and work out if any of the lines are > maxWidth
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for (var i = 0; i < text.length; i++)
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{
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var end = (i === text.length - 1) ? true : false;
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if (/(?:\r\n|\r|\n)/.test(text.charAt(i)))
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{
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return { width: w, text: text.substr(0, i), end: end, chars: chars };
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}
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else
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{
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var charCode = text.charCodeAt(i);
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var charData = data.chars[charCode];
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var c = 0;
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// If the character data isn't found in the data array
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// then we replace it with a blank space
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if (charData === undefined)
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{
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charCode = 32;
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charData = data.chars[charCode];
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}
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// Adjust for kerning from previous character to this one
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var kerning = (prevCharCode && charData.kerning[prevCharCode]) ? charData.kerning[prevCharCode] : 0;
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// Record the last space in the string and the current width
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if (/(\s)/.test(text.charAt(i)))
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{
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lastSpace = i;
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wrappedWidth = w;
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}
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// What will the line width be if we add this character to it?
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c = (kerning + charData.texture.width + charData.xOffset) * scale;
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// Do we need to line-wrap?
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if (maxWidth && ((w + c) >= maxWidth) && lastSpace > -1)
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{
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// The last space was at "lastSpace" which was "i - lastSpace" characters ago
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return { width: wrappedWidth || w, text: text.substr(0, i - (i - lastSpace)), end: end, chars: chars };
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}
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else
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{
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w += (charData.xAdvance + kerning) * scale;
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chars.push(x + (charData.xOffset + kerning) * scale);
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x += (charData.xAdvance + kerning) * scale;
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prevCharCode = charCode;
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}
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}
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}
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return { width: w, text: text, end: end, chars: chars };
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};
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/**
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* Given a text string this will scan each character in the string to ensure it exists
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* in the BitmapText font data. If it doesn't the character is removed, or replaced with the `replace` argument.
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*
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* If no font data has been loaded at all this returns an empty string, as nothing can be rendered.
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*
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* @method Phaser.GameObject.BitmapText.prototype.cleanText
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* @param {string} text - The text to parse.
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* @param {string} [replace=''] - The replacement string for any missing characters.
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* @return {string} The cleaned text string.
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*/
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Phaser.GameObject.BitmapText.prototype.cleanText = function (text, replace) {
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if (replace === undefined)
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{
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replace = '';
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}
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var data = this._data.font;
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if (!data)
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{
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return '';
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}
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var re = /\r\n|\n\r|\n|\r/g;
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var lines = text.replace(re, "\n").split("\n");
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for (var i = 0; i < lines.length; i++)
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{
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var output = '';
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var line = lines[i];
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for (var c = 0; c < line.length; c++)
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{
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if (data.chars[line.charCodeAt(c)])
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{
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output = output.concat(line[c]);
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}
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else
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{
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output = output.concat(replace);
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}
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}
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lines[i] = output;
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}
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return lines.join("\n");
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};
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/**
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* Renders text and updates it when needed.
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*
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* @method Phaser.GameObject.BitmapText.prototype.updateText
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* @private
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*/
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Phaser.GameObject.BitmapText.prototype.updateText = function () {
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var data = this._data.font;
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if (!data)
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{
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return;
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}
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var text = this.text;
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var scale = this._fontSize / data.size;
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var lines = [];
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var y = 0;
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this.textWidth = 0;
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do
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{
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var line = this.scanLine(data, scale, text);
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line.y = y;
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lines.push(line);
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if (line.width > this.textWidth)
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{
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this.textWidth = line.width;
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}
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y += (data.lineHeight * scale);
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text = text.substr(line.text.length + 1);
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} while (line.end === false);
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this.textHeight = y;
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var t = 0;
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var align = 0;
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var ax = this.textWidth * this.anchor.x;
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var ay = this.textHeight * this.anchor.y;
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for (var i = 0; i < lines.length; i++)
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{
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var line = lines[i];
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if (this._align === 'right')
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{
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align = this.textWidth - line.width;
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}
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else if (this._align === 'center')
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{
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align = (this.textWidth - line.width) / 2;
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}
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for (var c = 0; c < line.text.length; c++)
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{
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var charCode = line.text.charCodeAt(c);
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var charData = data.chars[charCode];
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if (charData === undefined)
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{
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charCode = 32;
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charData = data.chars[charCode];
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}
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var g = this._glyphs[t];
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if (g)
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{
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// Sprite already exists in the glyphs pool, so we'll reuse it for this letter
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g.texture = charData.texture;
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}
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else
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{
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// We need a new sprite as the pool is empty or exhausted
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g = new PIXI.Sprite(charData.texture);
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g.name = line.text[c];
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this._glyphs.push(g);
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}
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g.position.x = (line.chars[c] + align) - ax;
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g.position.y = (line.y + (charData.yOffset * scale)) - ay;
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g.scale.set(scale);
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g.tint = this.tint;
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g.texture.requiresReTint = true;
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if (!g.parent)
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{
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this.addChild(g);
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}
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t++;
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}
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}
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// Remove unnecessary children
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// This moves them from the display list (children array) but retains them in the _glyphs pool
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for (i = t; i < this._glyphs.length; i++)
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{
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this.removeChild(this._glyphs[i]);
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}
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};
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/**
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* If a BitmapText changes from having a large number of characters to having very few characters it will cause lots of
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* Sprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list they
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* still take up memory while sat in the glyphs pool waiting to be re-used in the future.
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*
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* If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the pool
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* by calling this method.
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*
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* Calling this doesn't prevent you from increasing the length of the text again in the future.
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*
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* @method Phaser.GameObject.BitmapText.prototype.purgeGlyphs
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* @return {integer} The amount of glyphs removed from the pool.
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*/
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Phaser.GameObject.BitmapText.prototype.purgeGlyphs = function () {
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var len = this._glyphs.length;
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var kept = [];
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for (var i = 0; i < this._glyphs.length; i++)
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{
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if (this._glyphs[i].parent !== this)
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{
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this._glyphs[i].destroy();
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}
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else
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{
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kept.push(this._glyphs[i]);
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}
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}
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this._glyphs = [];
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this._glyphs = kept;
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this.updateText();
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return len - kept.length;
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};
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/**
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* Updates the transform of this object.
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*
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* @method Phaser.GameObject.BitmapText.prototype.updateTransform
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* @private
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*/
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Phaser.GameObject.BitmapText.prototype.updateTransform = function () {
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if (this.dirty || !this.anchor.equals(this._prevAnchor))
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{
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this.updateText();
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this.dirty = false;
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this._prevAnchor.copyFrom(this.anchor);
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}
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PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
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};
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/**
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* @name Phaser.GameObject.BitmapText#align
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* @property {string} align - Alignment for multi-line text ('left', 'center' or 'right'), does not affect single lines of text.
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*/
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Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'align', {
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get: function() {
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return this._align;
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},
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set: function(value) {
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if (value !== this._align && (value === 'left' || value === 'center' || value === 'right'))
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{
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this._align = value;
|
|
this.updateText();
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.BitmapText#tint
|
|
* @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'tint', {
|
|
|
|
get: function() {
|
|
return this._tint;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._tint)
|
|
{
|
|
this._tint = value;
|
|
this.updateText();
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.BitmapText#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.GameObject.BitmapText.prototype, 'font', {
|
|
|
|
get: function() {
|
|
return this._font;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._font)
|
|
{
|
|
this._font = value.trim();
|
|
this._data = this.game.cache.getBitmapFont(this._font);
|
|
this.updateText();
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.BitmapText#fontSize
|
|
* @property {number} fontSize - The size of the font in pixels.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'fontSize', {
|
|
|
|
get: function() {
|
|
return this._fontSize;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = parseInt(value, 10);
|
|
|
|
if (value !== this._fontSize && value > 0)
|
|
{
|
|
this._fontSize = value;
|
|
this.updateText();
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.BitmapText#text
|
|
* @property {string} text - The text to be displayed by this BitmapText object.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'text', {
|
|
|
|
get: function() {
|
|
return this._text;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._text)
|
|
{
|
|
this._text = value.toString() || '';
|
|
this.updateText();
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The maximum display width of this BitmapText in pixels.
|
|
*
|
|
* If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped
|
|
* based on the last whitespace character found in the line.
|
|
*
|
|
* If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.
|
|
*
|
|
* Disable maxWidth by setting the value to 0.
|
|
*
|
|
* @name Phaser.GameObject.BitmapText#maxWidth
|
|
* @property {number} maxWidth - The maximum width of this BitmapText in pixels.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'maxWidth', {
|
|
|
|
get: function() {
|
|
|
|
return this._maxWidth;
|
|
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._maxWidth)
|
|
{
|
|
this._maxWidth = value;
|
|
this.updateText();
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Enable or disable texture smoothing for this BitmapText.
|
|
*
|
|
* The smoothing is applied to the BaseTexture of this font, which all letters of the text reference.
|
|
*
|
|
* Smoothing is enabled by default.
|
|
*
|
|
* @name Phaser.GameObject.BitmapText#smoothed
|
|
* @property {boolean} smoothed
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'smoothed', {
|
|
|
|
get: function() {
|
|
|
|
return !this._data.base.scaleMode;
|
|
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value)
|
|
{
|
|
this._data.base.scaleMode = 0;
|
|
}
|
|
else
|
|
{
|
|
this._data.base.scaleMode = 1;
|
|
}
|
|
|
|
}
|
|
|
|
});
|