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Copy pathDynamicBitmapTextFactory.js
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37 lines (34 loc) · 1.45 KB
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var DynamicBitmapText = require('./DynamicBitmapText');
var GameObjectFactory = require('../../GameObjectFactory');
/**
* Creates a new Dynamic Bitmap Text Game Object and adds it to the Scene.
*
* Note: This method will only be available if the Dynamic Bitmap Text Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectFactory#dynamicBitmapText
* @since 3.0.0
*
* @param {number} x - The x position of the Game Object.
* @param {number} y - The y position of the Game Object.
* @param {string} font - [description]
* @param {(string|string[])} [text] - [description]
* @param {number} [size] - [description]
*
* @return {Phaser.GameObjects.DynamicBitmapText} The Game Object that was created.
*/
GameObjectFactory.register('dynamicBitmapText', function (x, y, font, text, size)
{
return this.displayList.add(new DynamicBitmapText(this.scene, x, y, font, text, size));
});
// 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