mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
59 lines
2.8 KiB
JavaScript
59 lines
2.8 KiB
JavaScript
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2013-2023 Photon Storm Ltd.
|
|
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
|
*/
|
|
|
|
var Text = require('./Text');
|
|
var GameObjectFactory = require('../GameObjectFactory');
|
|
|
|
/**
|
|
* Creates a new Text Game Object and adds it to the Scene.
|
|
*
|
|
* A Text Game Object.
|
|
*
|
|
* Text objects work by creating their own internal hidden Canvas and then renders text to it using
|
|
* the standard Canvas `fillText` API. It then creates a texture from this canvas which is rendered
|
|
* to your game during the render pass.
|
|
*
|
|
* Because it uses the Canvas API you can take advantage of all the features this offers, such as
|
|
* applying gradient fills to the text, or strokes, shadows and more. You can also use custom fonts
|
|
* loaded externally, such as Google or TypeKit Web fonts.
|
|
*
|
|
* You can only display fonts that are currently loaded and available to the browser: therefore fonts must
|
|
* be pre-loaded. Phaser does not do this for you, so you will require the use of a 3rd party font loader,
|
|
* or have the fonts ready available in the CSS on the page in which your Phaser game resides.
|
|
*
|
|
* See {@link http://www.jordanm.co.uk/tinytype this compatibility table} for the available default fonts
|
|
* across mobile browsers.
|
|
*
|
|
* A note on performance: Every time the contents of a Text object changes, i.e. changing the text being
|
|
* displayed, or the style of the text, it needs to remake the Text canvas, and if on WebGL, re-upload the
|
|
* new texture to the GPU. This can be an expensive operation if used often, or with large quantities of
|
|
* Text objects in your game. If you run into performance issues you would be better off using Bitmap Text
|
|
* instead, as it benefits from batching and avoids expensive Canvas API calls.
|
|
*
|
|
* Note: This method will only be available if the Text Game Object has been built into Phaser.
|
|
*
|
|
* @method Phaser.GameObjects.GameObjectFactory#text
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - The horizontal position of this Game Object in the world.
|
|
* @param {number} y - The vertical position of this Game Object in the world.
|
|
* @param {(string|string[])} text - The text this Text object will display.
|
|
* @param {Phaser.Types.GameObjects.Text.TextStyle} [style] - The Text style configuration object.
|
|
*
|
|
* @return {Phaser.GameObjects.Text} The Game Object that was created.
|
|
*/
|
|
GameObjectFactory.register('text', function (x, y, text, style)
|
|
{
|
|
return this.displayList.add(new Text(this.scene, x, y, text, style));
|
|
});
|
|
|
|
// When registering a factory function 'this' refers to the GameObjectFactory context.
|
|
//
|
|
// There are several properties available to use:
|
|
//
|
|
// this.scene - a reference to the Scene that owns the GameObjectFactory
|
|
// this.displayList - a reference to the Display List the Scene owns
|
|
// this.updateList - a reference to the Update List the Scene owns
|