@@ -232,7 +232,7 @@ var BitmapText = new Class({
232232
233233 /**
234234 * The horizontal offset of the drop shadow.
235- *
235+ *
236236 * You can set this directly, or use `Phaser.GameObjects.BitmapText#setDropShadow`.
237237 *
238238 * @name Phaser.GameObjects.BitmapText#dropShadowX
@@ -243,7 +243,7 @@ var BitmapText = new Class({
243243
244244 /**
245245 * The vertical offset of the drop shadow.
246- *
246+ *
247247 * You can set this directly, or use `Phaser.GameObjects.BitmapText#setDropShadow`.
248248 *
249249 * @name Phaser.GameObjects.BitmapText#dropShadowY
@@ -254,18 +254,27 @@ var BitmapText = new Class({
254254
255255 /**
256256 * The color of the drop shadow.
257- *
258- * Set this via `Phaser.GameObjects.BitmapText#setDropShadow`.
259257 *
260- * @name Phaser.GameObjects.BitmapText#dropShadowColor
258+ * @name Phaser.GameObjects.BitmapText#_dropShadowColor
261259 * @type {number }
260+ * @private
262261 * @since 3.50.0
263262 */
264- this . dropShadowColor = 0x000000 ;
263+ this . _dropShadowColor = 0x000000 ;
264+
265+ /**
266+ * The GL encoded color of the drop shadow.
267+ *
268+ * @name Phaser.GameObjects.BitmapText#_dropShadowColorGL
269+ * @type {number }
270+ * @private
271+ * @since 3.50.0
272+ */
273+ this . _dropShadowColorGL = 0x000000 ;
265274
266275 /**
267276 * The alpha value of the drop shadow.
268- *
277+ *
269278 * You can set this directly, or use `Phaser.GameObjects.BitmapText#setDropShadow`.
270279 *
271280 * @name Phaser.GameObjects.BitmapText#dropShadowAlpha
@@ -416,14 +425,14 @@ var BitmapText = new Class({
416425
417426 /**
418427 * Sets a drop shadow effect on this Bitmap Text.
419- *
428+ *
420429 * This is a WebGL only feature and only works with Static Bitmap Text, not Dynamic.
421- *
430+ *
422431 * You can set the vertical and horizontal offset of the shadow, as well as the color and alpha.
423- *
432+ *
424433 * Once a shadow has been enabled you can modify the `dropShadowX` and `dropShadowY` properties of this
425434 * Bitmap Text directly to adjust the position of the shadow in real-time.
426- *
435+ *
427436 * If you wish to clear the shadow, call this method with no parameters specified.
428437 *
429438 * @method Phaser.GameObjects.BitmapText#setDropShadow
@@ -446,37 +455,37 @@ var BitmapText = new Class({
446455
447456 this . dropShadowX = x ;
448457 this . dropShadowY = y ;
449- this . dropShadowColor = GetColor ( color ) ;
450458 this . dropShadowAlpha = alpha ;
459+ this . dropShadowColor = color ;
451460
452461 return this ;
453462 } ,
454463
455464 /**
456465 * Sets a tint on a range of characters in this Bitmap Text, starting from the `start` parameter index
457466 * and running for `length` quantity of characters.
458- *
467+ *
459468 * The `start` parameter can be negative. In this case, it starts at the end of the text and counts
460469 * backwards `start` places.
461- *
470+ *
462471 * You can also pass in -1 as the `length` and it will tint all characters from `start`
463472 * up until the end of the string.
464473
465474 * Remember that spaces and punctuation count as characters.
466- *
475+ *
467476 * This is a WebGL only feature and only works with Static Bitmap Text, not Dynamic.
468- *
477+ *
469478 * The tint works by taking the pixel color values from the Bitmap Text texture, and then
470479 * multiplying it by the color value of the tint. You can provide either one color value,
471480 * in which case the whole character will be tinted in that color. Or you can provide a color
472481 * per corner. The colors are blended together across the extent of the character range.
473- *
482+ *
474483 * To swap this from being an additive tint to a fill based tint, set the `tintFill` parameter to `true`.
475- *
484+ *
476485 * To modify the tint color once set, call this method again with new color values.
477- *
486+ *
478487 * Using `setWordTint` can override tints set by this function, and vice versa.
479- *
488+ *
480489 * To remove a tint call this method with just the `start`, and optionally, the `length` parameters defined.
481490 *
482491 * @method Phaser.GameObjects.BitmapText#setCharacterTint
@@ -567,29 +576,29 @@ var BitmapText = new Class({
567576
568577 /**
569578 * Sets a tint on a matching word within this Bitmap Text.
570- *
579+ *
571580 * The `word` parameter can be either a string or a number.
572- *
581+ *
573582 * If a string, it will run a string comparison against the text contents, and if matching,
574583 * it will tint the whole word.
575- *
584+ *
576585 * If a number, if till that word, based on its offset within the text contents.
577- *
586+ *
578587 * The `count` parameter controls how many words are replaced. Pass in -1 to replace them all.
579- *
588+ *
580589 * This parameter is ignored if you pass a number as the `word` to be searched for.
581- *
590+ *
582591 * This is a WebGL only feature and only works with Static Bitmap Text, not Dynamic.
583- *
592+ *
584593 * The tint works by taking the pixel color values from the Bitmap Text texture, and then
585594 * multiplying it by the color value of the tint. You can provide either one color value,
586595 * in which case the whole character will be tinted in that color. Or you can provide a color
587596 * per corner. The colors are blended together across the extent of the character range.
588- *
597+ *
589598 * To swap this from being an additive tint to a fill based tint, set the `tintFill` parameter to `true`.
590- *
599+ *
591600 * To modify the tint color once set, call this method again with new color values.
592- *
601+ *
593602 * Using `setCharacterTint` can override tints set by this function, and vice versa.
594603 *
595604 * @method Phaser.GameObjects.BitmapText#setWordTint
@@ -989,6 +998,31 @@ var BitmapText = new Class({
989998
990999 } ,
9911000
1001+ /**
1002+ * The color of the drop shadow.
1003+ *
1004+ * You can also set this via `Phaser.GameObjects.BitmapText#setDropShadow`.
1005+ *
1006+ * @name Phaser.GameObjects.BitmapText#dropShadowColor
1007+ * @type {number }
1008+ * @since 3.50.0
1009+ */
1010+ dropShadowColor : {
1011+
1012+ get : function ( )
1013+ {
1014+ return this . _dropShadowColor ;
1015+ } ,
1016+
1017+ set : function ( value )
1018+ {
1019+ this . _dropShadowColor = value ;
1020+
1021+ this . _dropShadowColorGL = GetColor ( value ) ;
1022+ }
1023+
1024+ } ,
1025+
9921026 /**
9931027 * Build a JSON representation of this Bitmap Text.
9941028 *
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