new Text(game, x, y, text, style)
Create a new Text object. This uses a local hidden Canvas object and renders the type into it. It then makes a texture from this for renderning to the view.
Because of this you can only display fonts that are currently loaded and available to the browser. It won't load the fonts for you.
Here is a compatibility table showing the available default fonts across different mobile browsers: http://www.jordanm.co.uk/tinytype
Parameters:
| Name | Type | Description |
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game |
Phaser.Game | Current game instance. |
x |
number | X position of the new text object. |
y |
number | Y position of the new text object. |
text |
string | The actual text that will be written. |
style |
object | The style object containing style attributes like font, font size , |
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Extends
- PIXI.Text
Members
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align
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Properties:
Name Type Description alignstring Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
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angle
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Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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Properties:
Name Type Description anglenumber Gets or sets the angle of rotation in degrees.
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cameraOffset
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Properties:
Name Type Description cameraOffsetPhaser.Point If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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destroyPhase
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Properties:
Name Type Description destroyPhaseboolean True if this object is currently being destroyed.
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events
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Properties:
Name Type Description eventsPhaser.Events The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
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exists
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- Default Value:
- true
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Properties:
Name Type Description existsboolean If exists = false then the Text isn't updated by the core game loop.
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fill
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Properties:
Name Type Description fillobject A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
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fixedToCamera
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An Text that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Text.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list. So if this Text was in a Group that has x: 200, then this will be added to the cameraOffset.x
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Properties:
Name Type Description fixedToCameraboolean Set to true to fix this Text to the Camera at its current world coordinates.
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font
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Properties:
Name Type Description fontstring The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
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fontSize
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Properties:
Name Type Description fontSizenumber The size of the font in pixels.
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fontWeight
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Properties:
Name Type Description fontWeightnumber The weight of the font: 'normal', 'bold', 'italic'. You can combine settings too, such as 'bold italic'.
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game
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Properties:
Name Type Description gamePhaser.Game A reference to the currently running Game.
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input
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Properties:
Name Type Description inputPhaser.InputHandler | null The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
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inputEnabled
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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.
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Properties:
Name Type Description inputEnabledboolean Set to true to allow this object to receive input events.
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lineSpacing
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Properties:
Name Type Description lineSpacingnumber Additional spacing (in pixels) between each line of text if multi-line.
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name
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Properties:
Name Type Description namestring The user defined name given to this object.
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shadowBlur
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Properties:
Name Type Description shadowBlurnumber The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
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shadowColor
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Properties:
Name Type Description shadowColorstring The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
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shadowOffsetX
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Properties:
Name Type Description shadowOffsetXnumber The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
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shadowOffsetY
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Properties:
Name Type Description shadowOffsetYnumber The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
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stroke
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Properties:
Name Type Description strokestring A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.
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strokeThickness
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Properties:
Name Type Description strokeThicknessnumber A number that represents the thickness of the stroke. Default is 0 (no stroke)
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text
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The text string to be displayed by this Text object, taking into account the style settings.
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Properties:
Name Type Description textstring The text string to be displayed by this Text object, taking into account the style settings.
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type
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Properties:
Name Type Description typenumber The const type of this object.
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wordWrap
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Properties:
Name Type Description wordWrapboolean Indicates if word wrap should be used.
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wordWrapWidth
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Properties:
Name Type Description wordWrapWidthnumber The width at which text will wrap.
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world
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Properties:
Name Type Description worldPhaser.Point The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
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z
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Properties:
Name Type Description znumber The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
Methods
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destroy(destroyChildren)
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Parameters:
Name Type Argument Default Description destroyChildrenboolean <optional>
true Should every child of this object have its destroy method called?
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postUpdate()
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Automatically called by World.postUpdate.
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preUpdate()
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Automatically called by World.preUpdate.
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setShadow(x, y, color, blur)
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Parameters:
Name Type Argument Default Description xnumber <optional>
0 The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
ynumber <optional>
0 The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
colorstring <optional>
'rgba(0,0,0,0)' The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
blurnumber <optional>
0 The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
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setStyle(style)
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Set the style of the text by passing a single style object to it.
Parameters:
Name Type Argument Description styleObject <optional>
The style parameters
Properties
Name Type Argument Default Description fontString <optional>
'bold 20pt Arial' The style and size of the font
fillObject <optional>
'black' A canvas fillstyle that will be used on the text eg 'red', '#00FF00'
alignString <optional>
'left' Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
strokeString <optional>
'black' A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'
strokeThicknessNumber <optional>
0 A number that represents the thickness of the stroke. Default is 0 (no stroke)
wordWrapBoolean <optional>
false Indicates if word wrap should be used
wordWrapWidthNumber <optional>
100 The width at which text will wrap
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update()
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Override and use this function in your own custom objects to handle any update requirements you may have.
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