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1.0.3 release - fixed Text and Bitmap Fonts, Animation documentation and more examples
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@@ -19,10 +19,13 @@ Phaser.BitmapText = function (game, x, y, text, style) {
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PIXI.BitmapText.call(this, text, style);
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this.type = Phaser.BITMAPTEXT;
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this.position.x = x;
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this.position.y = y;
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// Replaces the PIXI.Point with a slightly more flexible one
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this.anchor = new Phaser.Point();
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this.scale = new Phaser.Point(1, 1);
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// Influence of camera movement upon the position
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@@ -51,11 +54,10 @@ Phaser.BitmapText = function (game, x, y, text, style) {
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};
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Phaser.BitmapText.prototype = Phaser.Utils.extend(true, PIXI.BitmapText.prototype);
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Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
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// Phaser.BitmapText.prototype = Phaser.Utils.extend(true, PIXI.BitmapText.prototype);
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Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
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// Add our own custom methods
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/**
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* Automatically called by World.update
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*/
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+100
-19
@@ -5,31 +5,112 @@ Phaser.Text = function (game, x, y, text, style) {
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text = text || '';
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style = style || '';
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// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
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this.exists = true;
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// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
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this.alive = true;
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this.group = null;
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this.name = '';
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this.game = game;
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PIXI.Text.call(this, text, style);
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/*
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this.canvas = document.createElement("canvas");
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this.context = this.canvas.getContext("2d");
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var canvasID = game.rnd.uuid();
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PIXI.TextureCache[canvasID] = new PIXI.Texture(new PIXI.BaseTexture(this.canvas));
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Phaser.Sprite.call(this, game, x, y, canvasID);
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this.type = Phaser.TEXT;
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this.setText(text);
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this.setStyle(style);
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this.updateText();
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this.dirty = false;
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*/
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this.position.x = x;
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this.position.y = y;
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// Replaces the PIXI.Point with a slightly more flexible one
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this.anchor = new Phaser.Point();
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this.scale = new Phaser.Point(1, 1);
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// Influence of camera movement upon the position
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this.scrollFactor = new Phaser.Point(1, 1);
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// A mini cache for storing all of the calculated values
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this._cache = {
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dirty: false,
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// Transform cache
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a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
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// The previous calculated position inc. camera x/y and scrollFactor
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x: -1, y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1, scaleY: 1
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};
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this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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this.renderable = true;
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};
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// Phaser.Text.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Text.prototype);
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Phaser.Text.prototype = Phaser.Utils.extend(true, PIXI.Text.prototype);
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Phaser.Text.prototype = Object.create(PIXI.Text.prototype);
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Phaser.Text.prototype.constructor = Phaser.Text;
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// Add our own custom methods
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// Automatically called by World.update
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Phaser.Text.prototype.update = function() {
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if (!this.exists)
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{
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return;
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}
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this._cache.dirty = false;
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this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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{
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this.position.x = this._cache.x;
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this.position.y = this._cache.y;
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this._cache.dirty = true;
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}
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}
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Object.defineProperty(Phaser.Text.prototype, 'angle', {
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get: function() {
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return Phaser.Math.radToDeg(this.rotation);
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},
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set: function(value) {
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this.rotation = Phaser.Math.degToRad(value);
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}
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});
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Object.defineProperty(Phaser.Text.prototype, 'x', {
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get: function() {
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return this.position.x;
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},
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set: function(value) {
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this.position.x = value;
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}
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});
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Object.defineProperty(Phaser.Text.prototype, 'y', {
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get: function() {
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return this.position.y;
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},
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set: function(value) {
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this.position.y = value;
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}
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});
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