A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text. However unlike a BitmapFont every character in a RetroFont
is the same size. This makes it similar to a sprite sheet. You typically find font sheets like this from old 8/16-bit games and demos.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
game | Phaser.Game | Current game instance. | ||
key | string | The font set graphic set as stored in the Game.Cache. | ||
characterWidth | number | The width of each character in the font set. | ||
characterHeight | number | The height of each character in the font set. | ||
chars | string | The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements. | ||
charsPerRow | number | <optional> | The number of characters per row in the font set. If not given charsPerRow will be the image width / characterWidth. | |
xSpacing | number | <optional> | 0 | If the characters in the font set have horizontal spacing between them set the required amount here. |
ySpacing | number | <optional> | 0 | If the characters in the font set have vertical spacing between them set the required amount here. |
xOffset | number | <optional> | 0 | If the font set doesn't start at the top left of the given image, specify the X coordinate offset here. |
yOffset | number | <optional> | 0 | If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here. |
Align each line of multi-line text in the center.
Align each line of multi-line text to the left.
Align each line of multi-line text to the right.
Text Set 1 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmnopqrstuvwxyz{ | }~
Text Set 2 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ
Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789
Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789
Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789"(),-.'
Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW")28FLRX-'39
Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ
Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'"?!
Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ
Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,"-+!?()':;0123456789
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.
Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters, so the default is true.
The base texture object that this texture uses
The height of each character in the font set.
The number of characters per row in the font set.
If the characters in the font set have horizontal spacing between them set the required amount here.
If the characters in the font set have vertical spacing between them set the required amount here.
The width of each character in the font set.
This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,
irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
Adds horizontal spacing between each character of the font, in pixels.
Adds vertical spacing between each line of multi-line text, set in pixels.
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.
A reference to the image stored in the Game.Cache that contains the font.
The framing rectangle of the render texture
The FrameData representing this Retro Font.
A reference to the currently running game.
The height of the render texture
Is this a tiling texture? As used by the likes of a TilingSprite.
The key of the RenderTexture in the Cache, if stored there.
If set to true all carriage-returns in text will form new lines (see align). If false the font will only contain one single line of text (the default)
Does this Texture have any frame data assigned to it?
If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.
This will let a renderer know that a tinted parent has updated its texture.
This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)
The Resolution of the texture.
Sets if the stamp is smoothed or not.
The image that is stamped to the RenderTexture for each character in the font.
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.
The texture trim data.
Base Phaser object type.
The with of the render texture
Updates the texture with the new text.
Clears the RenderTexture.
Destroys this texture
Name | Type | Description |
---|---|---|
destroyBase | Boolean | Whether to destroy the base texture as well |
Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
A base64 encoded string of the texture.
Creates a Canvas element, renders this RenderTexture to it and then returns it.
A Canvas element with the texture rendered on.
Will return a HTML Image of the texture
Works out the longest line of text in _text and returns its length
The length of the longest line of text.
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
Name | Type | Description |
---|---|---|
line | string | The single line of text to paste. |
x | number | The x coordinate. |
y | number | The y coordinate. |
customSpacingX | number | Custom X spacing. |
Internal helper function that removes all unsupported characters from the _text String, leaving only characters contained in the font set.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
stripCR | boolean | <optional> | true | Should it strip carriage returns as well? |
A clean version of the string.
This function will draw the display object to the RenderTexture.
In versions of Phaser prior to 2.4.0 the second parameter was a Phaser.Point object.
This is now a Matrix allowing you much more control over how the Display Object is rendered.
If you need to replicate the earlier behavior please use Phaser.RenderTexture.renderXY instead.
If you wish for the displayObject to be rendered taking its current scale, rotation and translation into account then either
pass null
, leave it undefined or pass displayObject.worldTransform
as the matrix value.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
displayObject | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Group | The display object to render to this texture. | ||
matrix | Phaser.Matrix | <optional> | Optional matrix to apply to the display object before rendering. If null or undefined it will use the worldTransform matrix of the given display object. | |
clear | boolean | <optional> | false | If true the texture will be cleared before the display object is drawn. |
This function will draw the display object to the RenderTexture at the given coordinates.
When the display object is drawn it doesn't take into account scale, rotation or translation.
If you need those then use RenderTexture.renderXY instead.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
displayObject | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Group | The display object to render to this texture. | ||
x | number | The x position to render the object at. | ||
y | number | The y position to render the object at. | ||
clear | boolean | <optional> | false | If true the texture will be cleared before the display object is drawn. |
This function will draw the display object to the RenderTexture at the given coordinates.
When the display object is drawn it takes into account scale and rotation.
If you don't want those then use RenderTexture.renderRawXY instead.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
displayObject | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Group | The display object to render to this texture. | ||
x | number | The x position to render the object at. | ||
y | number | The y position to render the object at. | ||
clear | boolean | <optional> | false | If true the texture will be cleared before the display object is drawn. |
Resizes the RenderTexture.
Name | Type | Description |
---|---|---|
width | Number | The width to resize to. |
height | Number | The height to resize to. |
updateBase | Boolean | Should the baseTexture.width and height values be resized as well? |
If you need this RetroFont to have a fixed width and custom alignment you can set the width here.
If text is wider than the width specified it will be cropped off.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
width | number | Width in pixels of this RetroFont. Set to zero to disable and re-enable automatic resizing. | ||
lineAlignment | string | <optional> | 'left' | Align the text within this width. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER. |
Specifies the region of the baseTexture that this texture will use.
Name | Type | Description |
---|---|---|
frame | Rectangle | The frame of the texture to set it to |
A helper function that quickly sets lots of variables at once, and then updates the text.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
content | string | The text of this sprite. | ||
multiLine | boolean | <optional> | 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. |
characterSpacing | number | <optional> | 0 | To add horizontal spacing between each character specify the amount in pixels. |
lineSpacing | number | <optional> | 0 | To add vertical spacing between each line of text, set the amount in pixels. |
lineAlignment | string | <optional> | 'left' | Align each line of multi-line text. Set to RetroFont.ALIGN_LEFT, RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER. |
allowLowerCase | boolean | <optional> | false | Lots of bitmap font sets only include upper-case characters, if yours needs to support lower case then set this to true. |
Updates the x and/or y offset that the font is rendered from. This updates all of the texture frames, so be careful how often it is called.
Note that the values given for the x and y properties are either ADDED to or SUBTRACTED from (if negative) the existing offsetX/Y values of the characters.
So if the current offsetY is 8 and you want it to start rendering from y16 you would call updateOffset(0, 8) to add 8 to the current y offset.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
xOffset | number | <optional> | 0 | If the font set doesn't start at the top left of the given image, specify the X coordinate offset here. |
yOffset | number | <optional> | 0 | If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here. |
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.RetroFont.html