@@ -19,11 +19,11 @@ var TextStyle = require('../TextStyle');
1919/**
2020 * @classdesc
2121 * A Text Game Object.
22- *
22+ *
2323 * Text objects work by creating their own internal hidden Canvas and then renders text to it using
2424 * the standard Canvas `fillText` API. It then creates a texture from this canvas which is rendered
2525 * to your game during the render pass.
26- *
26+ *
2727 * Because it uses the Canvas API you can take advantage of all the features this offers, such as
2828 * applying gradient fills to the text, or strokes, shadows and more. You can also use custom fonts
2929 * loaded externally, such as Google or TypeKit Web fonts.
@@ -46,7 +46,7 @@ var TextStyle = require('../TextStyle');
4646 *
4747 * See {@link http://www.jordanm.co.uk/tinytype this compatibility table} for the available default fonts
4848 * across mobile browsers.
49- *
49+ *
5050 * A note on performance: Every time the contents of a Text object changes, i.e. changing the text being
5151 * displayed, or the style of the text, it needs to remake the Text canvas, and if on WebGL, re-upload the
5252 * new texture to the GPU. This can be an expensive operation if used often, or with large quantities of
@@ -220,7 +220,7 @@ var Text = new Class({
220220 * The line spacing value.
221221 * This value is added to the font height to calculate the overall line height.
222222 * Only has an effect if this Text object contains multiple lines of text.
223- *
223+ *
224224 * If you update this property directly, instead of using the `setLineSpacing` method, then
225225 * be sure to call `updateText` after, or you won't see the change reflected in the Text object.
226226 *
@@ -240,10 +240,10 @@ var Text = new Class({
240240 */
241241 this . dirty = false ;
242242
243- // If resolution wasn't set, then we get it from the game config
243+ // If resolution wasn't set, force it to 1
244244 if ( this . style . resolution === 0 )
245245 {
246- this . style . resolution = scene . sys . game . config . resolution ;
246+ this . style . resolution = 1 ;
247247 }
248248
249249 /**
@@ -680,10 +680,10 @@ var Text = new Class({
680680 * ```javascript
681681 * Text.setFont('"Press Start 2P"');
682682 * ```
683- *
683+ *
684684 * Equally, if you wish to provide a list of fallback fonts, then you should ensure they are all
685685 * quoted properly, too:
686- *
686+ *
687687 * ```javascript
688688 * Text.setFont('Georgia, "Goudy Bookletter 1911", Times, serif');
689689 * ```
@@ -951,9 +951,9 @@ var Text = new Class({
951951
952952 /**
953953 * Set the alignment of the text in this Text object.
954- *
954+ *
955955 * The argument can be one of: `left`, `right`, `center` or `justify`.
956- *
956+ *
957957 * Alignment only works if the Text object has more than one line of text.
958958 *
959959 * @method Phaser.GameObjects.Text#setAlign
@@ -973,10 +973,10 @@ var Text = new Class({
973973 *
974974 * By default it will be set to match the resolution set in the Game Config,
975975 * but you can override it via this method, or by specifying it in the Text style configuration object.
976- *
976+ *
977977 * It allows for much clearer text on High DPI devices, at the cost of memory because it uses larger
978978 * internal Canvas textures for the Text.
979- *
979+ *
980980 * Therefore, please use with caution, as the more high res Text you have, the more memory it uses.
981981 *
982982 * @method Phaser.GameObjects.Text#setResolution
@@ -1233,9 +1233,9 @@ var Text = new Class({
12331233 var spaceSize = context . measureText ( ' ' ) . width ;
12341234 var trimmedLine = lines [ i ] . trim ( ) ;
12351235 var array = trimmedLine . split ( ' ' ) ;
1236-
1236+
12371237 extraSpace += ( lines [ i ] . length - trimmedLine . length ) * spaceSize ;
1238-
1238+
12391239 var extraSpaceCharacters = Math . floor ( extraSpace / spaceSize ) ;
12401240 var idx = 0 ;
12411241
@@ -1245,7 +1245,7 @@ var Text = new Class({
12451245 idx = ( idx + 1 ) % ( array . length - 1 || 1 ) ;
12461246 -- extraSpaceCharacters ;
12471247 }
1248-
1248+
12491249 lines [ i ] = array . join ( ' ' ) ;
12501250 }
12511251 }
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