UNPKG

phaser

Version:

A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

637 lines (551 loc) 19.3 kB
/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../../utils/Class'); var Components = require('../../components'); var GameObject = require('../../GameObject'); var GetBitmapTextSize = require('../GetBitmapTextSize'); var ParseFromAtlas = require('../ParseFromAtlas'); var ParseXMLBitmapFont = require('../ParseXMLBitmapFont'); var Render = require('./BitmapTextRender'); /** * @classdesc * BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure. * * During rendering for each letter of the text is rendered to the display, proportionally spaced out and aligned to * match the font structure. * * BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability * to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by * processing the font texture in an image editor, applying fills and any other effects required. * * To create multi-line text insert \r, \n or \r\n escape codes into the text string. * * To create a BitmapText data files you need a 3rd party app such as: * * BMFont (Windows, free): {@link http://www.angelcode.com/products/bmfont/|http://www.angelcode.com/products/bmfont/} * Glyph Designer (OS X, commercial): {@link http://www.71squared.com/en/glyphdesigner|http://www.71squared.com/en/glyphdesigner} * Littera (Web-based, free): {@link http://kvazars.com/littera/|http://kvazars.com/littera/} * * For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of * converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: {@link http://codebeautify.org/xmltojson|http://codebeautify.org/xmltojson} * * @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.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. * @param {integer} [align=0] - The alignment of the text in a multi-line BitmapText object. */ var BitmapText = new Class({ Extends: GameObject, Mixins: [ Components.Alpha, Components.BlendMode, Components.Depth, Components.Mask, Components.Origin, Components.Pipeline, Components.ScrollFactor, Components.Texture, Components.Tint, Components.Transform, Components.Visible, Render ], initialize: function BitmapText (scene, x, y, font, text, size, align) { if (text === undefined) { text = ''; } if (align === undefined) { align = 0; } GameObject.call(this, scene, 'BitmapText'); /** * The key of the Bitmap Font used by this Bitmap Text. * To change the font after creation please use `setFont`. * * @name Phaser.GameObjects.BitmapText#font * @type {string} * @readonly * @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 {Phaser.Types.GameObjects.BitmapText.BitmapFontData} * @readonly * @since 3.0.0 */ this.fontData = entry.data; /** * The text that this Bitmap Text object displays. * * @name Phaser.GameObjects.BitmapText#_text * @type {string} * @private * @since 3.0.0 */ this._text = ''; /** * The font size of this Bitmap Text. * * @name Phaser.GameObjects.BitmapText#_fontSize * @type {number} * @private * @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} * @private * @since 3.4.0 */ this._letterSpacing = 0; /** * Controls the alignment of each line of text in this BitmapText object. * Only has any effect when this BitmapText contains multiple lines of text, split with carriage-returns. * Has no effect with single-lines of text. * * See the methods `setLeftAlign`, `setCenterAlign` and `setRightAlign`. * * 0 = Left aligned (default) * 1 = Middle aligned * 2 = Right aligned * * The alignment position is based on the longest line of text. * * @name Phaser.GameObjects.BitmapText#_align * @type {integer} * @private * @since 3.11.0 */ this._align = align; /** * An object that describes the size of this Bitmap Text. * * @name Phaser.GameObjects.BitmapText#_bounds * @type {Phaser.Types.GameObjects.BitmapText.BitmapTextSize} * @private * @since 3.0.0 */ this._bounds = GetBitmapTextSize(this, false, this._bounds); /** * An internal dirty flag for bounds calculation. * * @name Phaser.GameObjects.BitmapText#_dirty * @type {boolean} * @private * @since 3.11.0 */ this._dirty = false; this.setTexture(entry.texture, entry.frame); this.setPosition(x, y); this.setOrigin(0, 0); this.initPipeline(); this.setText(text); }, /** * Set the lines of text in this BitmapText to be left-aligned. * This only has any effect if this BitmapText contains more than one line of text. * * @method Phaser.GameObjects.BitmapText#setLeftAlign * @since 3.11.0 * * @return {this} This BitmapText Object. */ setLeftAlign: function () { this._align = BitmapText.ALIGN_LEFT; this._dirty = true; return this; }, /** * Set the lines of text in this BitmapText to be center-aligned. * This only has any effect if this BitmapText contains more than one line of text. * * @method Phaser.GameObjects.BitmapText#setCenterAlign * @since 3.11.0 * * @return {this} This BitmapText Object. */ setCenterAlign: function () { this._align = BitmapText.ALIGN_CENTER; this._dirty = true; return this; }, /** * Set the lines of text in this BitmapText to be right-aligned. * This only has any effect if this BitmapText contains more than one line of text. * * @method Phaser.GameObjects.BitmapText#setRightAlign * @since 3.11.0 * * @return {this} This BitmapText Object. */ setRightAlign: function () { this._align = BitmapText.ALIGN_RIGHT; this._dirty = true; return this; }, /** * 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 {this} This BitmapText Object. */ setFontSize: function (size) { this._fontSize = size; this._dirty = true; 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 {this} This BitmapText Object. */ setLetterSpacing: function (spacing) { if (spacing === undefined) { spacing = 0; } this._letterSpacing = spacing; this._dirty = true; return this; }, /** * Set the textual content of this BitmapText. * * An array of strings will be converted into multi-line text. Use the align methods to change multi-line alignment. * * @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 {this} This BitmapText 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._dirty = true; 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, world position and display origin. * * Also in the object is data regarding the length of each line, should this be a multi-line BitmapText. * * @method Phaser.GameObjects.BitmapText#getTextBounds * @since 3.0.0 * * @param {boolean} [round] - Whether to round the results to the nearest integer. * * @return {Phaser.Types.GameObjects.BitmapText.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 // lines = The BitmapText line data if (this._dirty) { GetBitmapTextSize(this, round, this._bounds); } return this._bounds; }, /** * Changes the font this BitmapText is using to render. * * The new texture is loaded and applied to the BitmapText. The existing test, size and alignment are preserved, * unless overridden via the arguments. * * @method Phaser.GameObjects.BitmapText#setFont * @since 3.11.0 * * @param {string} font - The key of the font to use from the Bitmap Font cache. * @param {number} [size] - The font size of this Bitmap Text. If not specified the current size will be used. * @param {integer} [align=0] - The alignment of the text in a multi-line BitmapText object. If not specified the current alignment will be used. * * @return {this} This BitmapText Object. */ setFont: function (key, size, align) { if (size === undefined) { size = this._fontSize; } if (align === undefined) { align = this._align; } if (key !== this.font) { var entry = this.scene.sys.cache.bitmapFont.get(key); if (entry) { this.font = key; this.fontData = entry.data; this._fontSize = size; this._align = align; this.setTexture(entry.texture, entry.frame); GetBitmapTextSize(this, false, this._bounds); } } return this; }, /** * Controls the alignment of each line of text in this BitmapText object. * * Only has any effect when this BitmapText contains multiple lines of text, split with carriage-returns. * Has no effect with single-lines of text. * * See the methods `setLeftAlign`, `setCenterAlign` and `setRightAlign`. * * 0 = Left aligned (default) * 1 = Middle aligned * 2 = Right aligned * * The alignment position is based on the longest line of text. * * @name Phaser.GameObjects.BitmapText#align * @type {integer} * @since 3.11.0 */ align: { set: function (value) { this._align = value; this._dirty = true; }, get: function () { return this._align; } }, /** * The text that this Bitmap Text object displays. * * You can also use the method `setText` if you want a chainable way to change the text content. * * @name Phaser.GameObjects.BitmapText#text * @type {string} * @since 3.0.0 */ text: { set: function (value) { this.setText(value); }, get: function () { return this._text; } }, /** * The font size of this Bitmap Text. * * You can also use the method `setFontSize` if you want a chainable way to change the font size. * * @name Phaser.GameObjects.BitmapText#fontSize * @type {number} * @since 3.0.0 */ fontSize: { set: function (value) { this._fontSize = value; this._dirty = true; }, get: function () { return this._fontSize; } }, /** * Adds / Removes spacing between characters. * * Can be a negative or positive number. * * You can also use the method `setLetterSpacing` if you want a chainable way to change the letter spacing. * * @name Phaser.GameObjects.BitmapText#letterSpacing * @type {number} * @since 3.0.0 */ letterSpacing: { set: function (value) { this._letterSpacing = value; this._dirty = true; }, get: function () { return this._letterSpacing; } }, /** * 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 {Phaser.Types.GameObjects.BitmapText.JSONBitmapText} A 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, align: this.align }; out.data = data; return out; } }); /** * Left align the text characters in a multi-line BitmapText object. * * @name Phaser.GameObjects.BitmapText.ALIGN_LEFT * @type {integer} * @since 3.11.0 */ BitmapText.ALIGN_LEFT = 0; /** * Center align the text characters in a multi-line BitmapText object. * * @name Phaser.GameObjects.BitmapText.ALIGN_CENTER * @type {integer} * @since 3.11.0 */ BitmapText.ALIGN_CENTER = 1; /** * Right align the text characters in a multi-line BitmapText object. * * @name Phaser.GameObjects.BitmapText.ALIGN_RIGHT * @type {integer} * @since 3.11.0 */ BitmapText.ALIGN_RIGHT = 2; /** * Parse an XML Bitmap Font from an Atlas. * * Adds the parsed Bitmap Font data to the cache with the `fontName` key. * * @name Phaser.GameObjects.BitmapText.ParseFromAtlas * @type {function} * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene to parse the Bitmap Font for. * @param {string} fontName - The key of the font to add to the Bitmap Font cache. * @param {string} textureKey - The key of the BitmapFont's texture. * @param {string} frameKey - The key of the BitmapFont texture's frame. * @param {string} xmlKey - The key of the XML data of the font to parse. * @param {integer} [xSpacing] - The x-axis spacing to add between each letter. * @param {integer} [ySpacing] - The y-axis spacing to add to the line height. * * @return {boolean} Whether the parsing was successful or not. */ BitmapText.ParseFromAtlas = ParseFromAtlas; /** * Parse an XML font to Bitmap Font data for the Bitmap Font cache. * * @name Phaser.GameObjects.BitmapText.ParseXMLBitmapFont * @type {function} * @since 3.17.0 * * @param {XMLDocument} xml - The XML Document to parse the font from. * @param {integer} [xSpacing=0] - The x-axis spacing to add between each letter. * @param {integer} [ySpacing=0] - The y-axis spacing to add to the line height. * @param {Phaser.Textures.Frame} [frame] - The texture frame to take into account while parsing. * * @return {Phaser.Types.GameObjects.BitmapText.BitmapFontData} The parsed Bitmap Font data. */ BitmapText.ParseXMLBitmapFont = ParseXMLBitmapFont; module.exports = BitmapText;