Renamed Phaser.BitmapFont to Phaser.RetroFont because I believe it will cause confusion otherwise. Also tidied up the asset fonts folder.

This commit is contained in:
photonstorm committed 2014-03-03 17:05:28 +00:00
1 parent 6cc09fce67
commit 7183322259
71 files changed
+198 -84

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@@ -145,7 +145,7 @@ module.exports = function (grunt) {
'src/gameobjects/Graphics.js',
'src/gameobjects/RenderTexture.js',
'src/gameobjects/SpriteBatch.js',
'src/gameobjects/BitmapFont.js',
'src/gameobjects/RetroFont.js',
'src/system/Canvas.js',
'src/system/Device.js',
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@@ -109,7 +109,7 @@ New features:
* BitmapText now uses the new XML parser which should work under CocoonJS without clashes.
* BitmapText signature changed so you can support fonts with spaces in their names.
* Loader.bitmapFont now has 2 extra parameters: xSpacing and ySpacing. These allow you to add extra spacing to each letter or line of the font.
* Added the new BitmapFont class. This is for rendering retro style fixed-width bitmap fonts into an Image object. It's a texture you can apply to a Sprite/Image.
* Added the new RetroFont class. This is for rendering fixed-width bitmap fonts into an Image object. It's a texture you can apply to a Sprite/Image.
* Added Cache.updateFrameData which is really useful for swapping FrameData blocks in the cache.
* Loader.physics now lets you load Lime + Corona JSON Physics data, which can be used with Body.loadPolygon and Body.loadData.
* Cache.addPhysicsData and Cache.getPhysicsData allow you to store parsed JSON physics data in the cache, for sharing between Bodies.
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@@ -100,7 +100,7 @@
<script src="$path/src/gameobjects/Graphics.js"></script>
<script src="$path/src/gameobjects/RenderTexture.js"></script>
<script src="$path/src/gameobjects/SpriteBatch.js"></script>
<script src="$path/src/gameobjects/BitmapFont.js"></script>
<script src="$path/src/gameobjects/RetroFont.js"></script>
<script src="$path/src/system/Canvas.js"></script>
<script src="$path/src/system/Device.js"></script>
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@@ -106,7 +106,7 @@
<script src="../src/gameobjects/Graphics.js"></script>
<script src="../src/gameobjects/RenderTexture.js"></script>
<script src="../src/gameobjects/SpriteBatch.js"></script>
<script src="../src/gameobjects/BitmapFont.js"></script>
<script src="../src/gameobjects/RetroFont.js"></script>
<script src="../src/system/Canvas.js"></script>
<script src="../src/system/Device.js"></script>
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@@ -106,7 +106,7 @@
<script src="../src/gameobjects/Graphics.js"></script>
<script src="../src/gameobjects/RenderTexture.js"></script>
<script src="../src/gameobjects/SpriteBatch.js"></script>
<script src="../src/gameobjects/BitmapFont.js"></script>
<script src="../src/gameobjects/RetroFont.js"></script>
<script src="../src/system/Canvas.js"></script>
<script src="../src/system/Device.js"></script>
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<font>
<info face="Short Stack" size="50" bold="0" italic="0" charset="" unicode="" stretchH="100" smooth="1" aa="1" padding="2,2,2,2" spacing="0,0" outline="0"/>
<common lineHeight="62" base="47" scaleW="248" scaleH="512" pages="1" packed="0"/>
<pages>
<page id="0" file="shortStack.png"/>
</pages>
<chars count="80">
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</font>
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@@ -3,7 +3,7 @@ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: p
function preload() {
game.load.bitmapFont('desyrel', 'assets/fonts/desyrel.png', 'assets/fonts/desyrel.xml');
game.load.bitmapFont('desyrel', 'assets/fonts/bitmapFonts/desyrel.png', 'assets/fonts/bitmapFonts/desyrel.xml');
}
+3 -5
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@@ -2,11 +2,9 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { create:
function create() {
var text = "- phaser -\nwith a sprinkle of\npixi dust";
var style = { font: "65px Arial", fill: "#ff0044", align: "center" };
var style = { font: "65px Arial", fill: "#ff0044", align: "center" };
var text = game.add.text(game.world.centerX, game.world.centerY, "- phaser -\nwith a sprinkle of\npixi dust", style);
var t = game.add.text(game.world.centerX, game.world.centerY, text, style);
t.anchor.setTo(0.5, 0.5);
text.anchor.set(0.5);
}
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@@ -0,0 +1,20 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.bitmapFont('shortStack', 'assets/fonts/bitmapFonts/shortStack.png', 'assets/fonts/bitmapFonts/shortStack.fnt');
}
var text;
function create() {
text = game.add.bitmapText(100, 100, 'shortStack', 'Bitmap Fonts\nfrom Littera', 64);
}
function update() {
}
+2 -2
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@@ -3,8 +3,8 @@ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: p
function preload() {
game.load.bitmapFont('desyrel', 'assets/fonts/desyrel.png', 'assets/fonts/desyrel.xml', null, 0, -32);
game.load.bitmapFont('carrier', 'assets/fonts/carrier_command.png', 'assets/fonts/carrier_command.xml', null, 0, 24);
game.load.bitmapFont('desyrel', 'assets/fonts/bitmapFonts/desyrel.png', 'assets/fonts/desyrel.xml', null, 0, -32);
game.load.bitmapFont('carrier', 'assets/fonts/bitmapFonts/carrier_command.png', 'assets/fonts/carrier_command.xml', null, 0, 24);
}
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@@ -3,8 +3,8 @@ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: p
function preload() {
game.load.image('goldFont', 'assets/fonts/gold_font.png');
game.load.image('bluePink', 'assets/fonts/bluepink_font.png');
game.load.image('goldFont', 'assets/fonts/retroFonts/gold_font.png');
game.load.image('bluePink', 'assets/fonts/retroFonts/bluepink_font.png');
}
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@@ -4,7 +4,7 @@ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: p
function preload() {
game.load.image('knightHawks', 'assets/fonts/KNIGHT3.png');
game.load.image('knightHawks', 'assets/fonts/retroFonts/KNIGHT3.png');
}
+11 -8
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@@ -230,12 +230,15 @@ Phaser.GameObjectCreator.prototype = {
},
/**
* Create a new BitmapFont object to be used as a texture for an Image or Sprite and optionally add it to the Cache.
* The texture can be asssigned or one or multiple images/sprites, but note that the text the BitmapFont uses will be shared across them all,
* i.e. if you need each Image to have different text in it, then you need to create multiple BitmapFont objects.
* Create a new RetroFont object to be used as a texture for an Image or Sprite and optionally add it to the Cache.
* A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.
* If you need variable width character support then use a BitmapText object instead. The main difference between a RetroFont and a BitmapText
* is that a RetroFont creates a single texture that you can apply to a game object, where-as a BitmapText creates one Sprite object per letter of text.
* The texture can be asssigned or one or multiple images/sprites, but note that the text the RetroFont uses will be shared across them all,
* i.e. if you need each Image to have different text in it, then you need to create multiple RetroFont objects.
*
* @method Phaser.GameObjectCreator#bitmapFont
* @param {string} font - The key of the image in the Game.Cache that the BitmapFont will use.
* @method Phaser.GameObjectCreator#retroFont
* @param {string} font - The key of the image in the Game.Cache that the RetroFont will use.
* @param {number} characterWidth - The width of each character in the font set.
* @param {number} characterHeight - The height of each character in the font set.
* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
@@ -244,11 +247,11 @@ Phaser.GameObjectCreator.prototype = {
* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
* @return {Phaser.BitmapFont} The newly created BitmapFont texture which can be applied to an Image or Sprite.
* @return {Phaser.RetroFont} The newly created RetroFont texture which can be applied to an Image or Sprite.
*/
bitmapFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
retroFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
return new Phaser.BitmapFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);
return new Phaser.RetroFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);
},
+11 -8
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@@ -258,12 +258,15 @@ Phaser.GameObjectFactory.prototype = {
},
/**
* Create a new BitmapFont object to be used as a texture for an Image or Sprite and optionally add it to the Cache.
* The texture can be asssigned or one or multiple images/sprites, but note that the text the BitmapFont uses will be shared across them all,
* i.e. if you need each Image to have different text in it, then you need to create multiple BitmapFont objects.
* Create a new RetroFont object to be used as a texture for an Image or Sprite and optionally add it to the Cache.
* A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.
* If you need variable width character support then use a BitmapText object instead. The main difference between a RetroFont and a BitmapText
* is that a RetroFont creates a single texture that you can apply to a game object, where-as a BitmapText creates one Sprite object per letter of text.
* The texture can be asssigned or one or multiple images/sprites, but note that the text the RetroFont uses will be shared across them all,
* i.e. if you need each Image to have different text in it, then you need to create multiple RetroFont objects.
*
* @method Phaser.GameObjectFactory#bitmapFont
* @param {string} font - The key of the image in the Game.Cache that the BitmapFont will use.
* @method Phaser.GameObjectFactory#retroFont
* @param {string} font - The key of the image in the Game.Cache that the RetroFont will use.
* @param {number} characterWidth - The width of each character in the font set.
* @param {number} characterHeight - The height of each character in the font set.
* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
@@ -272,11 +275,11 @@ Phaser.GameObjectFactory.prototype = {
* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
* @return {Phaser.BitmapFont} The newly created BitmapFont texture which can be applied to an Image or Sprite.
* @return {Phaser.RetroFont} The newly created RetroFont texture which can be applied to an Image or Sprite.
*/
bitmapFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
retroFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
return new Phaser.BitmapFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);
return new Phaser.RetroFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);
},
@@ -5,7 +5,7 @@
*/
/**
* @class Phaser.BitmapFont
* @class Phaser.RetroFont
* @extends Phaser.RenderTexture
* @constructor
* @param {Phaser.Game} game - Current game instance.
@@ -19,7 +19,7 @@
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
*/
Phaser.BitmapFont = function (game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
Phaser.RetroFont = function (game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
/**
* @property {number} characterWidth - The width of each character in the font set.
@@ -57,7 +57,7 @@ Phaser.BitmapFont = function (game, key, characterWidth, characterHeight, chars,
this.offsetY = yOffset || 0;
/**
* @property {string} align - Alignment of the text when multiLine = true or a fixedWidth is set. Set to BitmapFont.ALIGN_LEFT (default), BitmapFont.ALIGN_RIGHT or BitmapFont.ALIGN_CENTER.
* @property {string} align - Alignment of the text when multiLine = true or a fixedWidth is set. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
*/
this.align = "left";
@@ -86,7 +86,7 @@ Phaser.BitmapFont = function (game, key, characterWidth, characterHeight, chars,
this.customSpacingY = 0;
/**
* If you need this BitmapFont image to have a fixed width you can set the width in this value.
* If you need this RetroFont image to have a fixed width you can set the width in this value.
* If text is wider than the width specified it will be cropped off.
* @property {number} fixedWidth
*/
@@ -157,117 +157,117 @@ Phaser.BitmapFont = function (game, key, characterWidth, characterHeight, chars,
};
Phaser.BitmapFont.prototype = Object.create(Phaser.RenderTexture.prototype);
Phaser.BitmapFont.prototype.constructor = Phaser.BitmapFont;
Phaser.RetroFont.prototype = Object.create(Phaser.RenderTexture.prototype);
Phaser.RetroFont.prototype.constructor = Phaser.RetroFont;
/**
* Align each line of multi-line text to the left.
* @constant
* @type {string}
*/
Phaser.BitmapFont.ALIGN_LEFT = "left";
Phaser.RetroFont.ALIGN_LEFT = "left";
/**
* Align each line of multi-line text to the right.
* @constant
* @type {string}
*/
Phaser.BitmapFont.ALIGN_RIGHT = "right";
Phaser.RetroFont.ALIGN_RIGHT = "right";
/**
* Align each line of multi-line text in the center.
* @constant
* @type {string}
*/
Phaser.BitmapFont.ALIGN_CENTER = "center";
Phaser.RetroFont.ALIGN_CENTER = "center";
/**
* Text Set 1 = !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET1 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
Phaser.RetroFont.TEXT_SET1 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
/**
* Text Set 2 = !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET2 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ";
Phaser.RetroFont.TEXT_SET2 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ";
/**
* Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET3 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 ";
Phaser.RetroFont.TEXT_SET3 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 ";
/**
* Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET4 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789";
Phaser.RetroFont.TEXT_SET4 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789";
/**
* Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET5 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789";
Phaser.RetroFont.TEXT_SET5 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789";
/**
* Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.'
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET6 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.' ";
Phaser.RetroFont.TEXT_SET6 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.' ";
/**
* Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET7 = "AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39";
Phaser.RetroFont.TEXT_SET7 = "AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39";
/**
* Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET8 = "0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ";
Phaser.RetroFont.TEXT_SET8 = "0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ";
/**
* Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET9 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!";
Phaser.RetroFont.TEXT_SET9 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!";
/**
* Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET10 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
Phaser.RetroFont.TEXT_SET10 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
/**
* Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789
* @constant
* @type {string}
*/
Phaser.BitmapFont.TEXT_SET11 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789";
Phaser.RetroFont.TEXT_SET11 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789";
/**
* If you need this FlxSprite to have a fixed width and custom alignment you can set the width here.<br>
* If text is wider than the width specified it will be cropped off.
*
* @method Phaser.BitmapFont#setFixedWidth
* @memberof Phaser.BitmapFont
* @param {number} width - Width in pixels of this BitmapFont. Set to zero to disable and re-enable automatic resizing.
* @param {string} [lineAlignment='left'] - Align the text within this width. Set to BitmapFont.ALIGN_LEFT (default), BitmapFont.ALIGN_RIGHT or BitmapFont.ALIGN_CENTER.
* @method Phaser.RetroFont#setFixedWidth
* @memberof Phaser.RetroFont
* @param {number} width - Width in pixels of this RetroFont. Set to zero to disable and re-enable automatic resizing.
* @param {string} [lineAlignment='left'] - Align the text within this width. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
*/
Phaser.BitmapFont.prototype.setFixedWidth = function (width, lineAlignment) {
Phaser.RetroFont.prototype.setFixedWidth = function (width, lineAlignment) {
if (typeof lineAlignment === 'undefined') { lineAlignment = 'left'; }
@@ -279,16 +279,16 @@ Phaser.BitmapFont.prototype.setFixedWidth = function (width, lineAlignment) {
/**
* A helper function that quickly sets lots of variables at once, and then updates the text.
*
* @method Phaser.BitmapFont#setText
* @memberof Phaser.BitmapFont
* @method Phaser.RetroFont#setText
* @memberof Phaser.RetroFont
* @param {string} content - The text of this sprite.
* @param {boolean} [multiLine=false] - Set to true if you want to support carriage-returns in the text and create a multi-line sprite instead of a single line.
* @param {number} [characterSpacing=0] - To add horizontal spacing between each character specify the amount in pixels.
* @param {number} [lineSpacing=0] - To add vertical spacing between each line of text, set the amount in pixels.
* @param {string} [lineAlignment='left'] - Align each line of multi-line text. Set to BitmapFont.ALIGN_LEFT, BitmapFont.ALIGN_RIGHT or BitmapFont.ALIGN_CENTER.
* @param {string} [lineAlignment='left'] - Align each line of multi-line text. Set to RetroFont.ALIGN_LEFT, RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
* @param {boolean} [allowLowerCase=false] - Lots of bitmap font sets only include upper-case characters, if yours needs to support lower case then set this to true.
*/
Phaser.BitmapFont.prototype.setText = function (content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase) {
Phaser.RetroFont.prototype.setText = function (content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase) {
this.multiLine = multiLine || false;
this.customSpacingX = characterSpacing || 0;
@@ -314,10 +314,10 @@ Phaser.BitmapFont.prototype.setText = function (content, multiLine, characterSpa
/**
* Over rides the default PIXI.RenderTexture resize event as we need our baseTexture resized as well.
*
* @method Phaser.BitmapFont#resize
* @memberof Phaser.BitmapFont
* @method Phaser.RetroFont#resize
* @memberof Phaser.RetroFont
*/
Phaser.BitmapFont.prototype.resize = function (width, height) {
Phaser.RetroFont.prototype.resize = function (width, height) {
this.width = width;
this.height = height;
@@ -349,10 +349,10 @@ Phaser.BitmapFont.prototype.resize = function (width, height) {
/**
* Updates the BitmapData of the Sprite with the text
*
* @method Phaser.BitmapFont#buildBitmapFontText
* @memberof Phaser.BitmapFont
* @method Phaser.RetroFont#buildRetroFontText
* @memberof Phaser.RetroFont
*/
Phaser.BitmapFont.prototype.buildBitmapFontText = function () {
Phaser.RetroFont.prototype.buildRetroFontText = function () {
var cx = 0;
var cy = 0;
@@ -378,15 +378,15 @@ Phaser.BitmapFont.prototype.buildBitmapFontText = function () {
// This line of text is held in lines[i] - need to work out the alignment
switch (this.align)
{
case Phaser.BitmapFont.ALIGN_LEFT:
case Phaser.RetroFont.ALIGN_LEFT:
cx = 0;
break;
case Phaser.BitmapFont.ALIGN_RIGHT:
case Phaser.RetroFont.ALIGN_RIGHT:
cx = this.width - (lines[i].length * (this.characterWidth + this.customSpacingX));
break;
case Phaser.BitmapFont.ALIGN_CENTER:
case Phaser.RetroFont.ALIGN_CENTER:
cx = (this.width / 2) - ((lines[i].length * (this.characterWidth + this.customSpacingX)) / 2);
cx += this.customSpacingX / 2;
break;
@@ -418,15 +418,15 @@ Phaser.BitmapFont.prototype.buildBitmapFontText = function () {
switch (this.align)
{
case Phaser.BitmapFont.ALIGN_LEFT:
case Phaser.RetroFont.ALIGN_LEFT:
cx = 0;
break;
case Phaser.BitmapFont.ALIGN_RIGHT:
case Phaser.RetroFont.ALIGN_RIGHT:
cx = this.width - (this._text.length * (this.characterWidth + this.customSpacingX));
break;
case Phaser.BitmapFont.ALIGN_CENTER:
case Phaser.RetroFont.ALIGN_CENTER:
cx = (this.width / 2) - ((this._text.length * (this.characterWidth + this.customSpacingX)) / 2);
cx += this.customSpacingX / 2;
break;
@@ -441,14 +441,14 @@ Phaser.BitmapFont.prototype.buildBitmapFontText = function () {
* Internal function that takes a single line of text (2nd parameter) and pastes it into the BitmapData at the given coordinates.
* Used by getLine and getMultiLine
*
* @method Phaser.BitmapFont#buildBitmapFontText
* @memberof Phaser.BitmapFont
* @method Phaser.RetroFont#buildRetroFontText
* @memberof Phaser.RetroFont
* @param {string} line - The single line of text to paste.
* @param {number} x - The x coordinate.
* @param {number} y - The y coordinate.
* @param {number} customSpacingX - Custom X spacing.
*/
Phaser.BitmapFont.prototype.pasteLine = function (line, x, y, customSpacingX) {
Phaser.RetroFont.prototype.pasteLine = function (line, x, y, customSpacingX) {
var p = new Phaser.Point();
@@ -482,11 +482,11 @@ Phaser.BitmapFont.prototype.pasteLine = function (line, x, y, customSpacingX) {
/**
* Works out the longest line of text in _text and returns its length
*
* @method Phaser.BitmapFont#getLongestLine
* @memberof Phaser.BitmapFont
* @method Phaser.RetroFont#getLongestLine
* @memberof Phaser.RetroFont
* @return {number} The length of the longest line of text.
*/
Phaser.BitmapFont.prototype.getLongestLine = function () {
Phaser.RetroFont.prototype.getLongestLine = function () {
var longestLine = 0;
@@ -509,13 +509,13 @@ Phaser.BitmapFont.prototype.getLongestLine = function () {
/**
* Internal helper function that removes all unsupported characters from the _text String, leaving only characters contained in the font set.
*
* @method Phaser.BitmapFont#removeUnsupportedCharacters
* @memberof Phaser.BitmapFont
* @method Phaser.RetroFont#removeUnsupportedCharacters
* @memberof Phaser.RetroFont
* @protected
* @param {boolean} [stripCR=true] - Should it strip carriage returns as well?
* @return {string} A clean version of the string.
*/
Phaser.BitmapFont.prototype.removeUnsupportedCharacters = function (stripCR) {
Phaser.RetroFont.prototype.removeUnsupportedCharacters = function (stripCR) {
var newString = "";
@@ -537,7 +537,7 @@ Phaser.BitmapFont.prototype.removeUnsupportedCharacters = function (stripCR) {
* @name Phaser.BitmapText#text
* @property {string} text - Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true.
*/
Object.defineProperty(Phaser.BitmapFont.prototype, "text", {
Object.defineProperty(Phaser.RetroFont.prototype, "text", {
get: function () {
@@ -564,7 +564,7 @@ Object.defineProperty(Phaser.BitmapFont.prototype, "text", {
this.removeUnsupportedCharacters(this.multiLine);
this.buildBitmapFontText();
this.buildRetroFontText();
}
}