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347 lines (299 loc) · 9.75 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 Class = require('../../../utils/Class');
var Components = require('../../components');
var GameObject = require('../../GameObject');
var GetBitmapTextSize = require('../GetBitmapTextSize');
var ParseFromAtlas = require('../ParseFromAtlas');
var Render = require('./BitmapTextRender');
/**
* The font data for an individual character of a Bitmap Font.
*
* Describes the character's position, size, offset and kerning.
*
* @typedef {object} BitmapFontCharacterData
*
* @property {number} x - The x position of the character.
* @property {number} y - The y position of the character.
* @property {number} width - The width of the character.
* @property {number} height - The height of the character.
* @property {number} centerX - The center x position of the character.
* @property {number} centerY - The center y position of the character.
* @property {number} xOffset - The x offset of the character.
* @property {number} yOffset - The y offset of the character.
* @property {object} data - Extra data for the character.
* @property {Object.<number>} kerning - Kerning values, keyed by character code.
*/
/**
* Bitmap Font data that can be used by a BitmapText Game Object.
*
* @typedef {object} BitmapFontData
*
* @property {string} font - The name of the font.
* @property {number} size - The size of the font.
* @property {number} lineHeight - The line height of the font.
* @property {boolean} retroFont - Whether this font is a retro font (monospace).
* @property {Object.<number, BitmapFontCharacterData>} chars - The character data of the font, keyed by character code. Each character datum includes a position, size, offset and more.
*/
/**
* @typedef {object} JSONBitmapText
* @extends {JSONGameObject}
*
* @property {string} font - The name of the font.
* @property {string} text - The text that this Bitmap Text displays.
* @property {number} fontSize - The size of the font.
* @property {number} letterSpacing - Adds/Removes spacing between characters
*/
/**
* @classdesc
* [description]
*
* @class BitmapText
* @extends Phaser.GameObjects.GameObject
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Mask
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScaleMode
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Texture
* @extends Phaser.GameObjects.Components.Tint
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. It can only belong to one Scene at any given time.
* @param {number} x - The x coordinate of this Game Object in world space.
* @param {number} y - The y coordinate of this Game Object in world space.
* @param {string} font - The key of the font to use from the Bitmap Font cache.
* @param {(string|string[])} [text] - The string, or array of strings, to be set as the content of this Bitmap Text.
* @param {number} [size] - The font size of this Bitmap Text.
*/
var BitmapText = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Depth,
Components.Mask,
Components.Origin,
Components.Pipeline,
Components.ScaleMode,
Components.ScrollFactor,
Components.Texture,
Components.Tint,
Components.Transform,
Components.Visible,
Render
],
initialize:
function BitmapText (scene, x, y, font, text, size)
{
if (text === undefined) { text = ''; }
GameObject.call(this, scene, 'BitmapText');
/**
* The key of the Bitmap Font used by this Bitmap Text.
*
* @name Phaser.GameObjects.BitmapText#font
* @type {string}
* @since 3.0.0
*/
this.font = font;
var entry = this.scene.sys.cache.bitmapFont.get(font);
/**
* The data of the Bitmap Font used by this Bitmap Text.
*
* @name Phaser.GameObjects.BitmapText#fontData
* @type {BitmapFontData}
* @since 3.0.0
*/
this.fontData = entry.data;
/**
* The text that this Bitmap Text object displays.
*
* @name Phaser.GameObjects.BitmapText#text
* @type {string}
* @since 3.0.0
*/
this.text = '';
/**
* The font size of this Bitmap Text.
*
* @name Phaser.GameObjects.BitmapText#fontSize
* @type {number}
* @since 3.0.0
*/
this.fontSize = size || this.fontData.size;
/**
* Adds/Removes spacing between characters.
*
* Can be a negative or positive number.
*
* @name Phaser.GameObjects.BitmapText#letterSpacing
* @type {number}
* @since 3.4.0
*/
this.letterSpacing = 0;
this.setText(text);
this.setTexture(entry.texture, entry.frame);
this.setPosition(x, y);
this.setOrigin(0, 0);
this.initPipeline('TextureTintPipeline');
/**
* An object that describes the size of this Bitmap Text.
*
* @name Phaser.GameObjects.BitmapText#_bounds
* @type {BitmapTextSize}
* @private
* @since 3.0.0
*/
this._bounds = this.getTextBounds();
},
/**
* Set the font size of this Bitmap Text.
*
* @method Phaser.GameObjects.BitmapText#setFontSize
* @since 3.0.0
*
* @param {number} size - The font size to set.
*
* @return {Phaser.GameObjects.BitmapText} This Game Object.
*/
setFontSize: function (size)
{
this.fontSize = size;
return this;
},
/**
* Sets the letter spacing between each character of this Bitmap Text.
* Can be a positive value to increase the space, or negative to reduce it.
* Spacing is applied after the kerning values have been set.
*
* @method Phaser.GameObjects.BitmapText#setLetterSpacing
* @since 3.4.0
*
* @param {number} [spacing=0] - The amount of horizontal space to add between each character.
*
* @return {Phaser.GameObjects.BitmapText} This Game Object.
*/
setLetterSpacing: function (spacing)
{
if (spacing === undefined) { spacing = 0; }
this.letterSpacing = spacing;
return this;
},
/**
* Set the content of this BitmapText.
*
* An array of strings will be converted multi-line text.
*
* @method Phaser.GameObjects.BitmapText#setText
* @since 3.0.0
*
* @param {(string|string[])} value - The string, or array of strings, to be set as the content of this BitmapText.
*
* @return {Phaser.GameObjects.BitmapText} This Game Object.
*/
setText: function (value)
{
if (!value && value !== 0)
{
value = '';
}
if (Array.isArray(value))
{
value = value.join('\n');
}
if (value !== this.text)
{
this.text = value.toString();
this.updateDisplayOrigin();
}
return this;
},
/**
* Calculate the bounds of this Bitmap Text.
*
* An object is returned that contains the position, width and height of the Bitmap Text in local and global
* contexts.
*
* Local size is based on just the font size and a [0, 0] position.
*
* Global size takes into account the Game Object's scale and world position.
*
* @method Phaser.GameObjects.BitmapText#getTextBounds
* @since 3.0.0
*
* @param {boolean} [round] - Whether to round the results to the nearest integer.
*
* @return {BitmapTextSize} An object that describes the size of this Bitmap Text.
*/
getTextBounds: function (round)
{
// local = the BitmapText based on fontSize and 0x0 coords
// global = the BitmapText, taking into account scale and world position
this._bounds = GetBitmapTextSize(this, round);
return this._bounds;
},
/**
* The width of this Bitmap Text.
*
* @name Phaser.GameObjects.BitmapText#width
* @type {number}
* @readOnly
* @since 3.0.0
*/
width: {
get: function ()
{
this.getTextBounds(false);
return this._bounds.global.width;
}
},
/**
* The height of this bitmap text.
*
* @name Phaser.GameObjects.BitmapText#height
* @type {number}
* @readOnly
* @since 3.0.0
*/
height: {
get: function ()
{
this.getTextBounds(false);
return this._bounds.global.height;
}
},
/**
* Build a JSON representation of this Bitmap Text.
*
* @method Phaser.GameObjects.BitmapText#toJSON
* @since 3.0.0
*
* @return {JSONBitmapText} The JSON representation of this Bitmap Text.
*/
toJSON: function ()
{
var out = Components.ToJSON(this);
// Extra data is added here
var data = {
font: this.font,
text: this.text,
fontSize: this.fontSize,
letterSpacing: this.letterSpacing
};
out.data = data;
return out;
}
});
BitmapText.ParseFromAtlas = ParseFromAtlas;
module.exports = BitmapText;