new RetroFont(game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset)
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.
Parameters:
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. |
- Source - gameobjects/RetroFont.js, line 25
Extends
Members
-
<static, constant> ALIGN_CENTER :string
-
Align each line of multi-line text in the center.
- Source - gameobjects/RetroFont.js, line 196
-
<static, constant> ALIGN_LEFT :string
-
Align each line of multi-line text to the left.
- Source - gameobjects/RetroFont.js, line 182
-
<static, constant> ALIGN_RIGHT :string
-
Align each line of multi-line text to the right.
- Source - gameobjects/RetroFont.js, line 189
-
<static, constant> TEXT_SET1 :string
-
Text Set 1 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmnopqrstuvwxyz{|}~
- Source - gameobjects/RetroFont.js, line 203
-
<static, constant> TEXT_SET2 :string
-
Text Set 2 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ
- Source - gameobjects/RetroFont.js, line 210
-
<static, constant> TEXT_SET3 :string
-
Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
- Source - gameobjects/RetroFont.js, line 217
-
<static, constant> TEXT_SET4 :string
-
Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789
- Source - gameobjects/RetroFont.js, line 224
-
<static, constant> TEXT_SET5 :string
-
Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789
- Source - gameobjects/RetroFont.js, line 231
-
<static, constant> TEXT_SET6 :string
-
Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789"(),-.'
- Source - gameobjects/RetroFont.js, line 238
-
<static, constant> TEXT_SET7 :string
-
Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW")28FLRX-'39
- Source - gameobjects/RetroFont.js, line 245
-
<static, constant> TEXT_SET8 :string
-
Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ
- Source - gameobjects/RetroFont.js, line 252
-
<static, constant> TEXT_SET9 :string
-
Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'"?!
- Source - gameobjects/RetroFont.js, line 259
-
<static, constant> TEXT_SET10 :string
-
Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ
- Source - gameobjects/RetroFont.js, line 266
-
<static, constant> TEXT_SET11 :string
-
Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,"-+!?()':;0123456789
- Source - gameobjects/RetroFont.js, line 273
-
align :string
-
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.
- Source - gameobjects/RetroFont.js, line 77
-
autoUpperCase :boolean
-
Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters, so the default is true.
- Default Value:
- true
- Source - gameobjects/RetroFont.js, line 89
-
baseTexture :PIXI.BaseTexture
-
The base texture object that this texture uses
- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 78
-
characterHeight :number
-
The height of each character in the font set.
- Source - gameobjects/RetroFont.js, line 45
-
characterPerRow :number
-
The number of characters per row in the font set.
- Source - gameobjects/RetroFont.js, line 60
-
characterSpacingX :number
-
If the characters in the font set have horizontal spacing between them set the required amount here.
- Source - gameobjects/RetroFont.js, line 50
-
characterSpacingY :number
-
If the characters in the font set have vertical spacing between them set the required amount here.
- Source - gameobjects/RetroFont.js, line 55
-
characterWidth :number
-
The width of each character in the font set.
- Source - gameobjects/RetroFont.js, line 40
-
crop :Rectangle
-
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)
- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 69
-
customSpacingX :number
-
Adds horizontal spacing between each character of the font, in pixels.
- Source - gameobjects/RetroFont.js, line 95
-
customSpacingY :number
-
Adds vertical spacing between each line of multi-line text, set in pixels.
- Source - gameobjects/RetroFont.js, line 101
-
fixedWidth :number
-
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.
- Source - gameobjects/RetroFont.js, line 108
-
fontSet :Image
-
A reference to the image stored in the Game.Cache that contains the font.
- Source - gameobjects/RetroFont.js, line 113
-
frame :Rectangle
-
The framing rectangle of the render texture
- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 61
-
frameData :Phaser.FrameData
-
The FrameData representing this Retro Font.
- Source - gameobjects/RetroFont.js, line 130
-
game :Phaser.Game
-
A reference to the currently running game.
- Inherited From:
- Source - gameobjects/RenderTexture.js, line 31
-
height :Number
-
The height of the render texture
- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 45
-
isTiling :Boolean
-
Is this a tiling texture? As used by the likes of a TilingSprite.
- Inherited From:
- Source - pixi/textures/Texture.js, line 84
-
key :string
-
The key of the RenderTexture in the Cache, if stored there.
- Inherited From:
- Source - gameobjects/RenderTexture.js, line 36
-
multiLine :boolean
-
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)
- Source - gameobjects/RetroFont.js, line 83
-
noFrame :Boolean
-
Does this Texture have any frame data assigned to it?
- Inherited From:
- Source - pixi/textures/Texture.js, line 33
-
<readonly> offsetX :number
-
If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
- Source - gameobjects/RetroFont.js, line 66
-
<readonly> offsetY :number
-
If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
- Source - gameobjects/RetroFont.js, line 72
-
renderer :PIXI.CanvasRenderer|PIXI.WebGLRenderer
-
The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.
Type:
- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 99
-
requiresReTint :Boolean
-
This will let a renderer know that a tinted parent has updated its texture.
- Inherited From:
- Source - pixi/textures/Texture.js, line 100
-
requiresUpdate :Boolean
-
This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)
- Inherited From:
- Source - pixi/textures/Texture.js, line 92
-
resolution :Number
-
The Resolution of the texture.
- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 53
-
smoothed :boolean
-
Sets if the stamp is smoothed or not.
- Source - gameobjects/RetroFont.js, line 585
-
<readonly> stamp :Phaser.Image
-
The image that is stamped to the RenderTexture for each character in the font.
- Source - gameobjects/RetroFont.js, line 163
-
text :string
-
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.
- Source - gameobjects/RetroFont.js, line 547
-
trim :Rectangle
-
The texture trim data.
- Inherited From:
- Source - pixi/textures/Texture.js, line 68
-
type :number
-
Base Phaser object type.
- Source - gameobjects/RetroFont.js, line 170
-
valid :Boolean
-
- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 125
-
width :Number
-
The with of the render texture
- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 37
Methods
-
buildRetroFontText()
-
Updates the texture with the new text.
- Source - gameobjects/RetroFont.js, line 328
-
clear()
-
Clears the RenderTexture.
- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 175
-
destroy(destroyBase)
-
Destroys this texture
Parameters:
Name Type Description destroyBase
Boolean Whether to destroy the base texture as well
- Inherited From:
- Source - pixi/textures/Texture.js, line 170
-
getBase64() → {String}
-
Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
Returns:
String -A base64 encoded string of the texture.
- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 309
-
getCanvas() → {HTMLCanvasElement}
-
Creates a Canvas element, renders this RenderTexture to it and then returns it.
Returns:
HTMLCanvasElement -A Canvas element with the texture rendered on.
- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 320
-
getImage() → {Image}
-
Will return a HTML Image of the texture
Returns:
Image -- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 296
-
getLongestLine() → {number}
-
Works out the longest line of text in _text and returns its length
Returns:
number -The length of the longest line of text.
- Source - gameobjects/RetroFont.js, line 459
-
pasteLine(line, x, y, customSpacingX)
-
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
Parameters:
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.
- Source - gameobjects/RetroFont.js, line 420
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<internal> removeUnsupportedCharacters(stripCR) → {string}
-
Internal helper function that removes all unsupported characters from the _text String, leaving only characters contained in the font set.
Parameters:
Name Type Argument Default Description stripCR
boolean <optional>
true Should it strip carriage returns as well?
Returns:
string -A clean version of the string.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/RetroFont.js, line 486
-
render(displayObject, matrix, clear)
-
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 passdisplayObject.worldTransform
as the matrix value.Parameters:
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.
- Inherited From:
- Source - gameobjects/RenderTexture.js, line 118
-
renderRawXY(displayObject, x, y, clear)
-
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.
Parameters:
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.
- Inherited From:
- Source - gameobjects/RenderTexture.js, line 90
-
renderXY(displayObject, x, y, clear)
-
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.
Parameters:
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.
- Inherited From:
- Source - gameobjects/RenderTexture.js, line 58
-
resize(width, height, updateBase)
-
Resizes the RenderTexture.
Parameters:
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?
- Inherited From:
- Source - pixi/textures/RenderTexture.js, line 139
-
setFixedWidth(width, lineAlignment)
-
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.
Parameters:
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.
- Source - gameobjects/RetroFont.js, line 275
-
setFrame(frame)
-
Specifies the region of the baseTexture that this texture will use.
Parameters:
Name Type Description frame
Rectangle The frame of the texture to set it to
- Inherited From:
- Source - pixi/textures/Texture.js, line 183
-
setText(content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase)
-
A helper function that quickly sets lots of variables at once, and then updates the text.
Parameters:
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.
- Source - gameobjects/RetroFont.js, line 293
-
updateOffset(xOffset, yOffset)
-
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.
Parameters:
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.
- Source - gameobjects/RetroFont.js, line 514