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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var BitmapText = require('../static/BitmapText'); var Class = require('../../../utils/Class'); var Render = require('./DynamicBitmapTextRender'); /** * @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. * * Dynamic Bitmap Text objects are different from Static Bitmap Text in that they invoke a callback for each * letter being rendered during the render pass. This callback allows you to manipulate the properties of * each letter being rendered, such as its position, scale or tint, allowing you to create interesting effects * like jiggling text, which can't be done with Static text. This means that Dynamic Text takes more processing * time, so only use them if you require the callback ability they have. * * 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} * Snow BMF (Web-based, free): {@link https://snowb.org//|https://snowb.org/} * Littera (Flash-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 DynamicBitmapText * @extends Phaser.GameObjects.BitmapText * @memberof Phaser.GameObjects * @constructor * @since 3.0.0 * * @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 {number} [align=0] - The alignment of the text in a multi-line BitmapText object. */ var DynamicBitmapText = new Class({ Extends: BitmapText, Mixins: [ Render ], initialize: function DynamicBitmapText (scene, x, y, font, text, size, align) { BitmapText.call(this, scene, x, y, font, text, size, align); this.type = 'DynamicBitmapText'; /** * The horizontal scroll position of the Bitmap Text. * * @name Phaser.GameObjects.DynamicBitmapText#scrollX * @type {number} * @default 0 * @since 3.0.0 */ this.scrollX = 0; /** * The vertical scroll position of the Bitmap Text. * * @name Phaser.GameObjects.DynamicBitmapText#scrollY * @type {number} * @default 0 * @since 3.0.0 */ this.scrollY = 0; /** * The crop width of the Bitmap Text. * * @name Phaser.GameObjects.DynamicBitmapText#cropWidth * @type {number} * @default 0 * @since 3.0.0 */ this.cropWidth = 0; /** * The crop height of the Bitmap Text. * * @name Phaser.GameObjects.DynamicBitmapText#cropHeight * @type {number} * @default 0 * @since 3.0.0 */ this.cropHeight = 0; /** * A callback that alters how each character of the Bitmap Text is rendered. * * @name Phaser.GameObjects.DynamicBitmapText#displayCallback * @type {Phaser.Types.GameObjects.BitmapText.DisplayCallback} * @since 3.0.0 */ this.displayCallback; /** * The data object that is populated during rendering, then passed to the displayCallback. * You should modify this object then return it back from the callback. It's updated values * will be used to render the specific glyph. * * Please note that if you need a reference to this object locally in your game code then you * should shallow copy it, as it's updated and re-used for every glyph in the text. * * @name Phaser.GameObjects.DynamicBitmapText#callbackData * @type {Phaser.Types.GameObjects.BitmapText.DisplayCallbackConfig} * @since 3.11.0 */ this.callbackData = { parent: this, color: 0, tint: { topLeft: 0, topRight: 0, bottomLeft: 0, bottomRight: 0 }, index: 0, charCode: 0, x: 0, y: 0, scale: 0, rotation: 0, data: 0 }; }, /** * Set the crop size of this Bitmap Text. * * @method Phaser.GameObjects.DynamicBitmapText#setSize * @since 3.0.0 * * @param {number} width - The width of the crop. * @param {number} height - The height of the crop. * * @return {this} This Game Object. */ setSize: function (width, height) { this.cropWidth = width; this.cropHeight = height; return this; }, /** * Set a callback that alters how each character of the Bitmap Text is rendered. * * The callback receives a {@link Phaser.Types.GameObjects.BitmapText.DisplayCallbackConfig} object that contains information about the character that's * about to be rendered. * * It should return an object with `x`, `y`, `scale` and `rotation` properties that will be used instead of the * usual values when rendering. * * @method Phaser.GameObjects.DynamicBitmapText#setDisplayCallback * @since 3.0.0 * * @param {Phaser.Types.GameObjects.BitmapText.DisplayCallback} callback - The display callback to set. * * @return {this} This Game Object. */ setDisplayCallback: function (callback) { this.displayCallback = callback; return this; }, /** * Set the horizontal scroll position of this Bitmap Text. * * @method Phaser.GameObjects.DynamicBitmapText#setScrollX * @since 3.0.0 * * @param {number} value - The horizontal scroll position to set. * * @return {this} This Game Object. */ setScrollX: function (value) { this.scrollX = value; return this; }, /** * Set the vertical scroll position of this Bitmap Text. * * @method Phaser.GameObjects.DynamicBitmapText#setScrollY * @since 3.0.0 * * @param {number} value - The vertical scroll position to set. * * @return {this} This Game Object. */ setScrollY: function (value) { this.scrollY = value; return this; } }); module.exports = DynamicBitmapText;