phaser4-rex-plugins
Version:
217 lines (169 loc) • 5.27 kB
JavaScript
import Render from './render/Render.js';
import MeasureTextMargins from './textstyle/MeasureTextMargins.js';
import CheckP3Version from '../../utils/system/CheckP3Version.js';
CheckP3Version();
const GameObject = Phaser.GameObjects.GameObject;
class TextBase extends GameObject {
setStyle(style) {
return this.style.setStyle(style);
}
setFont(font) {
return this.style.setFont(font);
}
setFontFamily(family) {
return this.style.setFontFamily(family);
}
setFontSize(size) {
return this.style.setFontSize(size);
}
setFontStyle(style) {
return this.style.setFontStyle(style);
}
setTestString(string) {
return this.style.setTestString(string);
}
setFixedSize(width, height) {
return this.style.setFixedSize(width, height);
}
setBackgroundColor(color, color2, isHorizontalGradient) {
return this.style.setBackgroundColor(color, color2, isHorizontalGradient);
}
setBackgroundStrokeColor(color, lineWidth) {
return this.style.setBackgroundStrokeColor(color, lineWidth);
}
setBackgroundCornerRadius(radius, iteration) {
return this.style.setBackgroundCornerRadius(radius, iteration);
}
setFill(color) {
return this.style.setFill(color);
}
setColor(color) {
return this.style.setColor(color);
}
setStroke(color, thickness) {
return this.style.setStroke(color, thickness);
}
setShadow(x, y, color, blur, shadowStroke, shadowFill) {
return this.style.setShadow(x, y, color, blur, shadowStroke, shadowFill);
}
setShadowOffset(x, y) {
return this.style.setShadowOffset(x, y);
}
setShadowColor(color) {
return this.style.setShadowColor(color);
}
setShadowBlur(blur) {
return this.style.setShadowBlur(blur);
}
setShadowStroke(enabled) {
return this.style.setShadowStroke(enabled);
}
setShadowFill(enabled) {
return this.style.setShadowFill(enabled);
}
setUnderline(color, thickness, offset) {
return this.style.setUnderline(color, thickness, offset);
}
setUnderlineColor(color) {
return this.style.setUnderlineColor(color);
}
setUnderlineThickness(thickness) {
return this.style.setUnderlineThickness(thickness);
}
setUnderlineOffset(offset) {
return this.style.setUnderlineOffset(offset);
}
setStrikethrough(color, thickness, offset) {
return this.style.setStrikethrough(color, thickness, offset);
}
setStrikethroughColor(color) {
return this.style.setStrikethroughColor(color);
}
setStrikethroughThickness(thickness) {
return this.style.setStrikethroughThickness(thickness);
}
setStrikethroughOffset(offset) {
return this.style.setStrikethroughOffset(offset);
}
setWrapMode(mode) {
return this.style.setWrapMode(mode);
}
setWrapWidth(width) {
return this.style.setWrapWidth(width);
}
// Align with built-in text game object
setWordWrapWidth(width) {
return this.style.setWrapWidth(width);
}
setAlign(align) {
return this.style.setHAlign(align);
}
setHAlign(align) {
return this.style.setHAlign(align);
}
setVAlign(align) {
return this.style.setVAlign(align);
}
get lineSpacing() {
return this.style.lineSpacing;
}
set lineSpacing(value) {
this.style.lineSpacing = value;
}
setLineSpacing(value) {
this.style.lineSpacing = value;
this.updateText(true);
return this;
}
get letterSpacing() {
return this.style.letterSpacing;
}
set letterSpacing(value) {
this.style.letterSpacing = value;
}
setLetterSpacing(value) {
this.style.letterSpacing = value;
this.updateText(true);
return this;
}
setXOffset(value) {
return this.style.setXOffset(value);
}
setMaxLines(max) {
return this.style.setMaxLines(max);
}
setResolution(value) {
return this.style.setResolution(value);
}
getTextMetrics() {
return this.style.getTextMetrics();
}
setTextMetrics(metrics, font) {
return this.style.setTextMetrics(metrics, font);
}
measureTextMargins(testString, out) {
return MeasureTextMargins(this.style, testString, out);
}
}
const Components = Phaser.GameObjects.Components;
Phaser.Class.mixin(TextBase,
[
Components.Alpha,
Components.BlendMode,
Components.ComputedSize,
Components.Crop,
Components.Depth,
Components.Flip,
Components.GetBounds,
Components.Lighting,
Components.Mask,
Components.Origin,
Components.RenderNodes,
Components.ScrollFactor,
Components.Tint,
Components.Transform,
Components.Visible,
Render
]
);
export default TextBase;