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670 lines
14 KiB
HTML
670 lines
14 KiB
HTML
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<title>Phaser Source: gameobjects/BitmapText.js</title>
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<h1 class="page-title">Source: gameobjects/BitmapText.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 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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* Creates a new `BitmapText` object. BitmapText work by taking a texture file and an XML file that describes the font layout.
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* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
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* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
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*
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* @class Phaser.BitmapText
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - X position of the new bitmapText object.
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* @param {number} y - Y position of the new bitmapText object.
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* @param {string} text - The actual text that will be written.
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* @param {object} style - The style object containing style attributes like font, font size , etc.
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*/
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Phaser.BitmapText = function (game, x, y, text, style) {
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x = x || 0;
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y = y || 0;
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text = text || '';
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style = style || '';
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/**
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @default
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*/
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this.exists = true;
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/**
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* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
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* @default
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*/
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this.alive = true;
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/**
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* @property {Description} group - Description.
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* @default
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*/
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this.group = null;
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/**
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* @property {string} name - Description.
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* @default
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*/
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this.name = '';
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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PIXI.BitmapText.call(this, text, style);
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/**
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* @property {Description} type - Description.
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*/
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this.type = Phaser.BITMAPTEXT;
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/**
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* @property {number} position.x - Description.
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*/
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this.position.x = x;
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/**
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* @property {number} position.y - Description.
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*/
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this.position.y = y;
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// Replaces the PIXI.Point with a slightly more flexible one
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/**
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* @property {Phaser.Point} anchor - Description.
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*/
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this.anchor = new Phaser.Point();
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/**
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* @property {Phaser.Point} scale - Description.
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*/
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this.scale = new Phaser.Point(1, 1);
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// A mini cache for storing all of the calculated values
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/**
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* @property {function} _cache - Description.
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* @private
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*/
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this._cache = {
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dirty: false,
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// Transform cache
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a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
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// The previous calculated position
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x: -1, y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1, scaleY: 1
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};
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this._cache.x = this.x;
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this._cache.y = this.y;
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/**
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* @property {boolean} renderable - Description.
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* @private
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*/
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this.renderable = true;
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};
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Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
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// Phaser.BitmapText.prototype = Phaser.Utils.extend(true, PIXI.BitmapText.prototype);
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Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
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/**
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* Automatically called by World.update
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* @method Phaser.BitmapText.prototype.update
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*/
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Phaser.BitmapText.prototype.update = function() {
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if (!this.exists)
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{
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return;
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}
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this._cache.dirty = false;
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this._cache.x = this.x;
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this._cache.y = this.y;
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if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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{
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this.position.x = this._cache.x;
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this.position.y = this._cache.y;
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this._cache.dirty = true;
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}
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this.pivot.x = this.anchor.x*this.width;
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this.pivot.y = this.anchor.y*this.height;
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}
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/**
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* @method Phaser.Text.prototype.destroy
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*/
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Phaser.BitmapText.prototype.destroy = function() {
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if (this.group)
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{
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this.group.remove(this);
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}
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if (this.canvas.parentNode)
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{
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this.canvas.parentNode.removeChild(this.canvas);
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}
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else
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{
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this.canvas = null;
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this.context = null;
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}
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this.exists = false;
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this.group = null;
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}
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/**
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* Get
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* @returns {Description}
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*//**
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* Set
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* @param {Description} value - Description
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
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get: function() {
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return Phaser.Math.radToDeg(this.rotation);
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},
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set: function(value) {
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this.rotation = Phaser.Math.degToRad(value);
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}
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});
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/**
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* Get
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* @returns {Description}
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*//**
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* Set
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* @param {Description} value - Description
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
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get: function() {
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return this.position.x;
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},
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set: function(value) {
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this.position.x = value;
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}
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});
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/**
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* Get
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* @returns {Description}
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*//**
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* Set
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* @param {Description} value - Description
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*/
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Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
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get: function() {
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return this.position.y;
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},
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set: function(value) {
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this.position.y = value;
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}
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});
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</pre>
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</article>
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</section>
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</div>
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<div class="clearfix"></div>
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