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synced 2026-06-28 16:20:37 +08:00
Added BitmapFont to the GameObjectFactory.
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+13
-16
@@ -3,39 +3,36 @@ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: p
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function preload() {
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game.load.image('font', 'assets/fonts/gold_font.png');
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game.load.image('goldFont', 'assets/fonts/gold_font.png');
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game.load.image('bluePink', 'assets/fonts/bluepink_font.png');
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}
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var font;
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var font1;
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var font2;
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function create() {
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// text = game.add.bitmapText(100, 100, 'carrier', 'Phaser and Pixi\nrocking!', 32);
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font1 = game.add.bitmapFont(game.world.centerX, 96, 'goldFont', 16, 16, "! :() ,?." + Phaser.BitmapFont.TEXT_SET10, 20, 0, 0);
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font1.text = "phaser brings you retro style bitmap fonts";
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font1.anchor.set(0.5);
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font = new Phaser.BitmapFont(game, 'font', 16, 16, "! :() ,?." + Phaser.BitmapFont.TEXT_SET10, 20, 0, 0);
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font2 = game.add.bitmapFont(game.world.centerX, 300, 'bluePink', 32, 32, Phaser.BitmapFont.TEXT_SET2, 10);
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font2.setText("phaser is\nrocking :)", true, 0, 8, Phaser.BitmapFont.ALIGN_CENTER);
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font2.anchor.set(0.5);
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font.text = "using bitmap fonts rocks";
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game.world.add(font);
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// font = new FlxBitmapFont(AssetsRegistry.goldFontPNG, 16, 16, "! :() ,?." + FlxBitmapFont.TEXT_SET10, 20, 0, 0);
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// font.setText("using bitmap fonts\nin flixel is", true, 0, 8, FlxBitmapFont.ALIGN_CENTER, false);
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// game.input.onDown.add(change, this);
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game.input.onDown.add(change, this);
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}
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function change() {
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// text.align = 'center';
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// text2.tint = Math.random() * 0xFFFFFF;
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font2.tint = Math.random() * 0xFFFFFF;
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}
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function update() {
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// text.text = 'Phaser & Pixi\nrocking!\n' + Math.round(game.time.now);
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font2.rotation += 0.03;
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}
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@@ -18,7 +18,7 @@
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* @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.
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* @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.
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*/
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Phaser.BitmapFont = function (game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
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Phaser.BitmapFont = function (game, x, y, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
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/**
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* @property {number} characterWidth - The width of each character in the font set.
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@@ -137,7 +137,7 @@ Phaser.BitmapFont = function (game, key, characterWidth, characterHeight, chars,
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*/
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this.bmd = new Phaser.BitmapData(game, this.characterWidth, this.characterHeight);
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Phaser.Image.call(this, game, 0, 0, this.bmd);
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Phaser.Image.call(this, game, x, y, this.bmd);
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/**
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* @property {number} type - Base Phaser object type.
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@@ -277,7 +277,7 @@ Phaser.BitmapFont.prototype.setFixedWidth = function (width, lineAlignment) {
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* @param {string} [lineAlignment='left'] - Align each line of multi-line text. Set to BitmapFont.ALIGN_LEFT, BitmapFont.ALIGN_RIGHT or BitmapFont.ALIGN_CENTER.
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* @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.
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*/
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Phaser.BitmapFont.prototype.setFixedWidth = function (content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase) {
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Phaser.BitmapFont.prototype.setText = function (content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase) {
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this.multiLine = multiLine || false;
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this.customSpacingX = characterSpacing || 0;
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@@ -258,12 +258,37 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* * Create a new BitmapText object.
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* Create a new BitmapFont object.
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*
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* @param {number} x - X position of the new bitmapText object.
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* @param {number} y - Y position of the new bitmapText object.
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* @param {string} font - The key of the BitmapFont as stored in Game.Cache.
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* @param {number} characterWidth - The width of each character in the font set.
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* @param {number} characterHeight - The height of each character in the font set.
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* @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.
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* @param {number} charsPerRow - The number of characters per row in the font set.
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* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
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* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
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* @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.
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* @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.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.BitmapFont} The newly created BitmapFont object.
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*/
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bitmapFont: function (x, y, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset, group) {
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if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.BitmapFont(this.game, x, y, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset));
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},
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/**
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* Create a new BitmapText object.
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*
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* @method Phaser.GameObjectFactory#bitmapText
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* @param {number} x - X position of the new bitmapText object.
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* @param {number} y - Y position of the new bitmapText object.
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* @param {string} font - The key of the BitmapFont as stored in Game.Cache.
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* @param {string} font - The key of the BitmapText font as stored in Game.Cache.
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* @param {string} [text] - The actual text that will be rendered. Can be set later via BitmapText.text.
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* @param {number} [size] - The size the font will be rendered in, in pixels.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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@@ -273,7 +298,7 @@ Phaser.GameObjectFactory.prototype = {
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if (typeof group === 'undefined') { group = this.world; }
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return this.world.add(new Phaser.BitmapText(this.game, x, y, font, text, size));
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return group.add(new Phaser.BitmapText(this.game, x, y, font, text, size));
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},
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