/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var BitmapText = require('./BitmapText'); var GameObjectFactory = require('../../GameObjectFactory'); /** * Creates a new Bitmap Text Game Object and adds it to the Scene. * * Note: This method will only be available if the Bitmap Text Game Object has been built into Phaser. * * @method Phaser.GameObjects.GameObjectFactory#bitmapText * @since 3.0.0 * * @param {number} x - The x position of the Game Object. * @param {number} y - The y position of the Game Object. * @param {string} font - The key of the font to use from the BitmapFont cache. * @param {(string|string[])} [text] - The string, or array of strings, to be set as the content of this Bitmap Text. * @param {number} [size] - The font size to set. * @param {integer} [align=0] - The alignment of the text in a multi-line BitmapText object. * * @return {Phaser.GameObjects.BitmapText} The Game Object that was created. */ GameObjectFactory.register('bitmapText', function (x, y, font, text, size, align) { return this.displayList.add(new BitmapText(this.scene, x, y, font, text, size, align)); }); // When registering a factory function 'this' refers to the GameObjectFactory context. // // There are several properties available to use: // // this.scene - a reference to the Scene that owns the GameObjectFactory // this.displayList - a reference to the Display List the Scene owns // this.updateList - a reference to the Update List the Scene owns