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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 Class = require('../../utils/Class'); var FileTypesManager = require('../FileTypesManager'); var GetFastValue = require('../../utils/object/GetFastValue'); var ImageFile = require('./ImageFile'); var IsPlainObject = require('../../utils/object/IsPlainObject'); var MultiFile = require('../MultiFile'); var ParseXMLBitmapFont = require('../../gameobjects/bitmaptext/ParseXMLBitmapFont'); var XMLFile = require('./XMLFile'); /** * @classdesc * A single Bitmap Font based File suitable for loading by the Loader. * * These are created when you use the Phaser.Loader.LoaderPlugin#bitmapFont method and are not typically created directly. * * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#bitmapFont. * * @class BitmapFontFile * @extends Phaser.Loader.MultiFile * @memberof Phaser.Loader.FileTypes * @constructor * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file. * @param {(string|Phaser.Types.Loader.FileTypes.BitmapFontFileConfig)} key - The key to use for this file, or a file configuration object. * @param {string|string[]} [textureURL] - The absolute or relative URL to load the font image file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png". * @param {string} [fontDataURL] - The absolute or relative URL to load the font xml data file from. If undefined or `null` it will be set to `<key>.xml`, i.e. if `key` was "alien" then the URL will be "alien.xml". * @param {Phaser.Types.Loader.XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the font image file. Used in replacement of the Loaders default XHR Settings. * @param {Phaser.Types.Loader.XHRSettingsObject} [fontDataXhrSettings] - An XHR Settings configuration object for the font data xml file. Used in replacement of the Loaders default XHR Settings. */ var BitmapFontFile = new Class({ Extends: MultiFile, initialize: function BitmapFontFile (loader, key, textureURL, fontDataURL, textureXhrSettings, fontDataXhrSettings) { var image; var data; if (IsPlainObject(key)) { var config = key; key = GetFastValue(config, 'key'); image = new ImageFile(loader, { key: key, url: GetFastValue(config, 'textureURL'), extension: GetFastValue(config, 'textureExtension', 'png'), normalMap: GetFastValue(config, 'normalMap'), xhrSettings: GetFastValue(config, 'textureXhrSettings') }); data = new XMLFile(loader, { key: key, url: GetFastValue(config, 'fontDataURL'), extension: GetFastValue(config, 'fontDataExtension', 'xml'), xhrSettings: GetFastValue(config, 'fontDataXhrSettings') }); } else { image = new ImageFile(loader, key, textureURL, textureXhrSettings); data = new XMLFile(loader, key, fontDataURL, fontDataXhrSettings); } if (image.linkFile) { // Image has a normal map MultiFile.call(this, loader, 'bitmapfont', key, [ image, data, image.linkFile ]); } else { MultiFile.call(this, loader, 'bitmapfont', key, [ image, data ]); } }, /** * Adds this file to its target cache upon successful loading and processing. * * @method Phaser.Loader.FileTypes.BitmapFontFile#addToCache * @since 3.7.0 */ addToCache: function () { if (this.isReadyToProcess()) { var image = this.files[0]; var xml = this.files[1]; image.addToCache(); var texture = image.cache.get(image.key); var data = ParseXMLBitmapFont(xml.data, image.cache.getFrame(image.key), 0, 0, texture); this.loader.cacheManager.bitmapFont.add(image.key, { data: data, texture: image.key, frame: null }); this.complete = true; } } }); /** * Adds an XML based Bitmap Font, or array of fonts, to the current load queue. * * You can call this method from within your Scene's `preload`, along with any other files you wish to load: * ```javascript * function preload () * { * this.load.bitmapFont('goldenFont', 'images/GoldFont.png', 'images/GoldFont.xml'); * } * ``` * * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts, * or if it's already running, when the next free load slot becomes available. This happens automatically if you * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued * it means you cannot use the file immediately after calling this method, but must wait for the file to complete. * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been * loaded. * * If you call this from outside of `preload` then you are responsible for starting the Loader afterwards and monitoring * its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details. * * Phaser expects the font data to be provided in an XML file format. * These files are created by software such as the [Angelcode Bitmap Font Generator](http://www.angelcode.com/products/bmfont/), * [Littera](http://kvazars.com/littera/) or [Glyph Designer](https://71squared.com/glyphdesigner) * * Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle. * * The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. * The key should be unique both in terms of files being loaded and files already present in the Texture Manager. * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file * then remove it from the Texture Manager first, before loading a new one. * * Instead of passing arguments you can pass a configuration object, such as: * * ```javascript * this.load.bitmapFont({ * key: 'goldenFont', * textureURL: 'images/GoldFont.png', * fontDataURL: 'images/GoldFont.xml' * }); * ``` * * See the documentation for `Phaser.Types.Loader.FileTypes.BitmapFontFileConfig` for more details. * * Once the atlas has finished loading you can use key of it when creating a Bitmap Text Game Object: * * ```javascript * this.load.bitmapFont('goldenFont', 'images/GoldFont.png', 'images/GoldFont.xml'); * // and later in your game ... * this.add.bitmapText(x, y, 'goldenFont', 'Hello World'); * ``` * * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files * key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and * this is what you would use when creating a Bitmap Text object. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien" * and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension, although * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL. * * Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image, * then you can specify it by providing an array as the `url` where the second element is the normal map: * * ```javascript * this.load.bitmapFont('goldenFont', [ 'images/GoldFont.png', 'images/GoldFont-n.png' ], 'images/GoldFont.xml'); * ``` * * Or, if you are using a config object use the `normalMap` property: * * ```javascript * this.load.bitmapFont({ * key: 'goldenFont', * textureURL: 'images/GoldFont.png', * normalMap: 'images/GoldFont-n.png', * fontDataURL: 'images/GoldFont.xml' * }); * ``` * * The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings. * Normal maps are a WebGL only feature. * * Note: The ability to load this type of file will only be available if the Bitmap Font File type has been built into Phaser. * It is available in the default build but can be excluded from custom builds. * * @method Phaser.Loader.LoaderPlugin#bitmapFont * @fires Phaser.Loader.Events#ADD * @since 3.0.0 * * @param {(string|Phaser.Types.Loader.FileTypes.BitmapFontFileConfig|Phaser.Types.Loader.FileTypes.BitmapFontFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them. * @param {string|string[]} [textureURL] - The absolute or relative URL to load the font image file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png". * @param {string} [fontDataURL] - The absolute or relative URL to load the font xml data file from. If undefined or `null` it will be set to `<key>.xml`, i.e. if `key` was "alien" then the URL will be "alien.xml". * @param {Phaser.Types.Loader.XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the font image file. Used in replacement of the Loaders default XHR Settings. * @param {Phaser.Types.Loader.XHRSettingsObject} [fontDataXhrSettings] - An XHR Settings configuration object for the font data xml file. Used in replacement of the Loaders default XHR Settings. * * @return {this} The Loader instance. */ FileTypesManager.register('bitmapFont', function (key, textureURL, fontDataURL, textureXhrSettings, fontDataXhrSettings) { var multifile; // Supports an Object file definition in the key argument // Or an array of objects in the key argument // Or a single entry where all arguments have been defined if (Array.isArray(key)) { for (var i = 0; i < key.length; i++) { multifile = new BitmapFontFile(this, key[i]); this.addFile(multifile.files); } } else { multifile = new BitmapFontFile(this, key, textureURL, fontDataURL, textureXhrSettings, fontDataXhrSettings); this.addFile(multifile.files); } return this; }); module.exports = BitmapFontFile;