phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @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 Render = require('./DynamicBitmapTextRender');
/**
* @typedef {object} DisplayCallbackConfig
* @property {{topLeft:number,topRight:number,bottomLeft:number,bottomRight:number}} tint - [description]
* @property {number} index - [description]
* @property {number} charCode - [description]
* @property {number} x - [description]
* @property {number} y - [description]
* @property {number} scale - [description]
* @property {number} rotation - [description]
* @property {any} data - [description]
*/
/**
* @callback DisplayCallback
*
* @param {DisplayCallbackConfig} display - [description]
*/
/**
* @classdesc
* [description]
*
* @class DynamicBitmapText
* @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.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 - [description]
* @param {(string|string[])} [text] - [description]
* @param {number} [size] - [description]
*/
var DynamicBitmapText = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Depth,
Components.Origin,
Components.Pipeline,
Components.ScrollFactor,
Components.Texture,
Components.Tint,
Components.Transform,
Components.Visible,
Render
],
initialize:
function DynamicBitmapText (scene, x, y, font, text, size)
{
if (text === undefined) { text = ''; }
GameObject.call(this, scene, 'DynamicBitmapText');
/**
* [description]
*
* @name Phaser.GameObjects.DynamicBitmapText#font
* @type {string}
* @since 3.0.0
*/
this.font = font;
var entry = this.scene.sys.cache.bitmapFont.get(font);
/**
* [description]
*
* @name Phaser.GameObjects.DynamicBitmapText#fontData
* @type {object}
* @since 3.0.0
*/
this.fontData = entry.data;
/**
* [description]
*
* @name Phaser.GameObjects.DynamicBitmapText#text
* @type {string}
* @since 3.0.0
*/
this.text = (Array.isArray(text)) ? text.join('\n') : text;
/**
* [description]
*
* @name Phaser.GameObjects.DynamicBitmapText#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.DynamicBitmapText#letterSpacing
* @type {number}
* @since 3.5.0
*/
this.letterSpacing = 0;
this.setTexture(entry.texture, entry.frame);
this.setPosition(x, y);
this.setOrigin(0, 0);
this.initPipeline('TextureTintPipeline');
/**
* [description]
*
* @name Phaser.GameObjects.DynamicBitmapText#_bounds
* @type {TextBounds}
* @private
* @since 3.0.0
*/
this._bounds = this.getTextBounds();
/**
* [description]
*
* @name Phaser.GameObjects.DynamicBitmapText#scrollX
* @type {number}
* @default 0
* @since 3.0.0
*/
this.scrollX = 0;
/**
* [description]
*
* @name Phaser.GameObjects.DynamicBitmapText#scrollY
* @type {number}
* @default 0
* @since 3.0.0
*/
this.scrollY = 0;
/**
* [description]
*
* @name Phaser.GameObjects.DynamicBitmapText#cropWidth
* @type {number}
* @default 0
* @since 3.0.0
*/
this.cropWidth = 0;
/**
* [description]
*
* @name Phaser.GameObjects.DynamicBitmapText#cropHeight
* @type {number}
* @default 0
* @since 3.0.0
*/
this.cropHeight = 0;
/**
* [description]
*
* @name Phaser.GameObjects.DynamicBitmapText#displayCallback;
* @type {DisplayCallback}
* @since 3.0.0
*/
this.displayCallback;
},
/**
* [description]
*
* @method Phaser.GameObjects.DynamicBitmapText#setSize
* @since 3.0.0
*
* @param {number} width - [description]
* @param {number} height - [description]
*
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
*/
setSize: function (width, height)
{
this.cropWidth = width;
this.cropHeight = height;
return this;
},
/**
* [description]
*
* @method Phaser.GameObjects.DynamicBitmapText#setDisplayCallback
* @since 3.0.0
*
* @param {DisplayCallback} callback - [description]
*
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
*/
setDisplayCallback: function (callback)
{
this.displayCallback = callback;
return this;
},
/**
* [description]
*
* @method Phaser.GameObjects.DynamicBitmapText#setFontSize
* @since 3.0.0
*
* @param {number} size - [description]
*
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
*/
setFontSize: function (size)
{
this.fontSize = size;
return this;
},
/**
* [description]
*
* @method Phaser.GameObjects.DynamicBitmapText#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.DynamicBitmapText} 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;
},
/**
* [description]
*
* @method Phaser.GameObjects.DynamicBitmapText#setScrollX
* @since 3.0.0
*
* @param {number} value - [description]
*
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
*/
setScrollX: function (value)
{
this.scrollX = value;
return this;
},
/**
* [description]
*
* @method Phaser.GameObjects.DynamicBitmapText#setScrollY
* @since 3.0.0
*
* @param {number} value - [description]
*
* @return {Phaser.GameObjects.DynamicBitmapText} This Game Object.
*/
setScrollY: function (value)
{
this.scrollY = value;
return this;
},
/**
* [description]
*
* @method Phaser.GameObjects.DynamicBitmapText#getTextBounds
* @since 3.0.0
*
* @param {boolean} round - [description]
*
* @return {TextBounds} [description]
*/
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;
},
/**
* [description]
*
* @name Phaser.GameObjects.DynamicBitmapText#width
* @type {number}
* @since 3.0.0
*/
width: {
get: function ()
{
this.getTextBounds(false);
return this._bounds.global.width;
}
},
/**
* [description]
*
* @name Phaser.GameObjects.DynamicBitmapText#height
* @type {number}
* @since 3.0.0
*/
height: {
get: function ()
{
this.getTextBounds(false);
return this._bounds.global.height;
}
},
/**
* [description]
*
* @method Phaser.GameObjects.DynamicBitmapText#toJSON
* @since 3.0.0
*
* @return {JSONBitmapText} [description]
*/
toJSON: function ()
{
var out = Components.ToJSON(this);
// Extra data is added here
var data = {
font: this.font,
text: this.text,
fontSize: this.fontSize
};
out.data = data;
return out;
}
});
module.exports = DynamicBitmapText;