Text.lineSpacing allows you to control the spacing between each line that is rendered.

Text.inputEnabled allows you to enable all input events over Text objects: dragging, clicking, etc - anything that works on a Sprite works on Text now too.
This commit is contained in:
photonstorm
2014-02-09 22:48:35 +00:00
parent 9ee5cdaded
commit e15bebd269
4 changed files with 79 additions and 13 deletions
+1 -1
View File
@@ -784,7 +784,7 @@ Object.defineProperty(Phaser.Sprite.prototype, "renderOrderID", {
});
/**
* By default an Image won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this object and it will then start to process click/touch events and more.
*
* @name Phaser.Sprite#inputEnabled
+46
View File
@@ -86,6 +86,16 @@ Phaser.Text = function (game, x, y, text, style) {
*/
this._lineSpacing = 0;
/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/
this.events = new Phaser.Events(this);
/**
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
*/
this.input = null;
PIXI.Text.call(this, text, style);
this.position.set(x, y);
@@ -689,3 +699,39 @@ Object.defineProperty(Phaser.Text.prototype, 'shadowBlur', {
}
});
/**
* By default a Text object won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this object and it will then start to process click/touch events and more.
*
* @name Phaser.Text#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
*/
Object.defineProperty(Phaser.Text.prototype, "inputEnabled", {
get: function () {
return (this.input && this.input.enabled);
},
set: function (value) {
if (value)
{
if (this.input === null)
{
this.input = new Phaser.InputHandler(this);
this.input.start();
}
}
else
{
if (this.input && this.input.enabled)
{
this.input.stop();
}
}
}
});