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 |
---|---|---|
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, etc. |
- Source code: gameobjects/Text.js, line 21
Extends
Public Properties
-
align : string
-
Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
- Source code: gameobjects/Text.js, line 733
-
alpha : number
-
The opacity of the object.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 65
-
anchor : PIXI.Point
-
The anchor sets the origin point of the texture. The default is 0,0 this means the texture's origin is the top left Setting than anchor to 0.5,0.5 means the textures origin is centered Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
- Inherited From
- Source code: pixi/display/Sprite.js, line 22
-
angle : number
-
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. Gets or sets the angle of rotation in degrees.
- Source code: gameobjects/Text.js, line 577
-
blendMode : number
-
The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
- Inherited From
- Default Value
- PIXI.blendModes.NORMAL;
- Source code: pixi/display/Sprite.js, line 68
-
buttonMode : boolean
-
This is used to indicate if the displayObject should display a mouse hand cursor on rollover
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 90
-
cacheAsBitmap : boolean
-
Set if this display object is cached as a bitmap. This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. To remove simply set this property to 'null'
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 436
-
cameraOffset : Phaser.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.
- Source code: gameobjects/Text.js, line 119
-
canvas :HTMLCanvasElement
-
The canvas element that everything is drawn to
- Inherited From
- Source code: pixi/text/Text.js, line 29
-
[readonly] children : Array.<DisplayObject>
-
[read-only] The array of children of this container.
Type
- Array.<DisplayObject>
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 17
-
colors :array
-
An array of the color values as specified by
Text.addColor
.- Source code: gameobjects/Text.js, line 124
-
context :HTMLCanvasElement
-
The canvas 2d context that everything is drawn with
- Inherited From
- Source code: pixi/text/Text.js, line 37
-
destroyPhase : boolean
-
True if this object is currently being destroyed.
- Source code: gameobjects/Text.js, line 1030
-
events : Phaser.Events
-
The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
- Source code: gameobjects/Text.js, line 109
-
exists : boolean
-
If exists = false then the Text isn't updated by the core game loop.
- Default Value
- true
- Source code: gameobjects/Text.js, line 46
-
fill : Object
-
A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
- Source code: gameobjects/Text.js, line 711
-
filterArea : PIXI.Rectangle
-
The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 180
-
filters : Array.<Filter>
-
Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. To remove filters simply set this property to 'null'
Type
- Array.<Filter>
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 400
-
fixedToCamera : boolean
-
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 Set to true to fix this Text to the Camera at its current world coordinates.
- Source code: gameobjects/Text.js, line 999
-
font : string
-
The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
- Source code: gameobjects/Text.js, line 625
-
fontSize : number
-
The size of the font in pixels.
- Source code: gameobjects/Text.js, line 653
-
fontWeight : number
-
The weight of the font: 'normal', 'bold', 'italic'. You can combine settings too, such as 'bold italic'.
- Source code: gameobjects/Text.js, line 683
-
game : Phaser.Game
-
A reference to the currently running Game.
- Source code: gameobjects/Text.js, line 40
-
height : number
-
The height of the Text, setting this will actually modify the scale to achieve the value set
- Inherited From
- Source code: pixi/text/Text.js, line 86
-
hitArea : PIXI.Rectangle | PIXI.Circle | PIXI.Ellipse | PIXI.Polygon
-
This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
Type
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 81
-
input : Phaser.InputHandler | null
-
The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
Type
- Phaser.InputHandler | null
- Source code: gameobjects/Text.js, line 114
-
inputEnabled : boolean
-
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. Set to true to allow this object to receive input events.
- Source code: gameobjects/Text.js, line 958
-
lineSpacing : number
-
Additional spacing (in pixels) between each line of text if multi-line.
- Source code: gameobjects/Text.js, line 843
-
mask : PIXI.Graphics
-
Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 380
-
name : string
-
The user defined name given to this object.
- Source code: gameobjects/Text.js, line 52
-
[readonly] parent : PIXI.DisplayObjectContainer
-
[read-only] The display object container that contains this display object.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 106
-
pivot : PIXI.Point
-
The pivot point of the displayObject that it rotates around
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 49
-
position : PIXI.Point
-
The coordinate of the object relative to the local coordinates of the parent.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 14
-
renderable : boolean
-
Can this object be rendered
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 98
-
resolution : number
-
The resolution of the canvas.
- Inherited From
- Source code: pixi/text/Text.js, line 44
-
rotation : number
-
The rotation of the object in radians.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 57
-
scale : PIXI.Point
-
The scale factor of the object.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 22
-
shader : PIXI.AbstractFilter
-
The shader that will be used to render the texture to the stage. Set to null to remove a current shader.
- Inherited From
- Default Value
- null
- Source code: pixi/display/Sprite.js, line 77
-
shadowBlur : number
-
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).
- Source code: gameobjects/Text.js, line 936
-
shadowColor : string
-
The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
- Source code: gameobjects/Text.js, line 914
-
shadowOffsetX : number
-
The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
- Source code: gameobjects/Text.js, line 870
-
shadowOffsetY : number
-
The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
- Source code: gameobjects/Text.js, line 892
-
[readonly] stage : PIXI.Stage
-
[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 115
-
stroke : string
-
A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.
- Source code: gameobjects/Text.js, line 755
-
strokeThickness : number
-
A number that represents the thickness of the stroke. Default is 0 (no stroke)
- Source code: gameobjects/Text.js, line 777
-
text : string
-
The text string to be displayed by this Text object, taking into account the style settings.
- Source code: gameobjects/Text.js, line 597
-
texture : PIXI.Texture
-
The texture that the sprite is using
- Inherited From
- Source code: pixi/display/Sprite.js, line 33
-
tint : number
-
The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
- Inherited From
- Default Value
- 0xFFFFFF
- Source code: pixi/display/Sprite.js, line 59
-
transformCallback : Function
-
The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters: This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types. The matrix are passed by reference and can be modified directly without needing to return them. This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 30
-
transformCallbackContext : Object
-
The context under which the transformCallback is invoked.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 41
-
type : number
-
The const type of this object.
- Source code: gameobjects/Text.js, line 58
-
visible : boolean
-
The visibility of the object.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 73
-
width : number
-
The width of the Text, setting this will actually modify the scale to achieve the value set
- Inherited From
- Source code: pixi/text/Text.js, line 62
-
wordWrap : boolean
-
Indicates if word wrap should be used.
- Source code: gameobjects/Text.js, line 799
-
wordWrapWidth : number
-
The width at which text will wrap.
- Source code: gameobjects/Text.js, line 821
-
world : Phaser.Point
-
The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
- Source code: gameobjects/Text.js, line 68
-
[readonly] worldAlpha : number
-
[read-only] The multiplied alpha of the displayObject
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 124
-
worldVisible : boolean
-
[read-only] Indicates if the sprite is globally visible.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 359
-
x : number
-
The position of the displayObject on the x axis relative to the local coordinates of the parent.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 761
-
y : number
-
The position of the displayObject on the y axis relative to the local coordinates of the parent.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 776
-
z : number
-
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.
- Source code: gameobjects/Text.js, line 63
Public Methods
-
addChild(child) → {PIXI.DisplayObject}
-
Adds a child to the container.
Parameters
Name Type Description child
PIXI.DisplayObject The DisplayObject to add to the container
Returns
The child that was added.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 90
-
addChildAt(child, index) → {PIXI.DisplayObject}
-
Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
Parameters
Name Type Description child
PIXI.DisplayObject The child to add
index
Number The index to place the child in
Returns
The child that was added.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 102
-
addColor(color, position)
-
This method allows you to set specific colors within the Text. It works by taking a color value, which is a typical HTML string such as
#ff0000
orrgb(255,0,0)
and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text wasPhoton Storm
and you didText.addColor('#ffff00', 6)
it would color in the wordStorm
in yellow.Parameters
Name Type Description color
string A canvas fillstyle that will be used on the text eg
red
,#00FF00
,rgba()
.position
number The index of the character in the string to start applying this color value from.
- Source code: gameobjects/Text.js, line 510
-
clearColors()
-
Clears any previously set color stops.
- Source code: gameobjects/Text.js, line 498
-
destroy(destroyChildren)
-
Parameters
Name Type Argument Default Description destroyChildren
boolean <optional>
true Should every child of this object have its destroy method called?
- Source code: gameobjects/Text.js, line 228
-
generateTexture(resolution, scaleMode, renderer) → {PIXI.Texture}
-
Useful function that returns a texture of the displayObject object that can then be used to create sprites This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.
Parameters
Name Type Description resolution
Number The resolution of the texture being generated
scaleMode
Number See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
renderer
PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer used to generate the texture.
Returns
a texture of the graphics object
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 582
-
getBounds(matrix) → {PIXI.Rectangle}
-
Returns the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.
Parameters
Name Type Description matrix
PIXI.Matrix the transformation matrix of the Text
Returns
the framing rectangle
- Inherited From
- Source code: pixi/text/Text.js, line 498
-
getChildAt(index) → {PIXI.DisplayObject}
-
Returns the child at the specified index
Parameters
Name Type Description index
Number The index to get the child from
Returns
The child at the given index, if any.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 193
-
getChildIndex(child) → {Number}
-
Returns the index position of a child DisplayObject instance
Parameters
Name Type Description child
PIXI.DisplayObject The DisplayObject instance to identify
Returns
Number -The index position of the child display object to identify
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 158
-
getLocalBounds() → {PIXI.Rectangle}
-
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.
Returns
The rectangular bounding area
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 362
-
postUpdate()
-
Automatically called by World.postUpdate.
- Source code: gameobjects/Text.js, line 207
-
preUpdate()
-
Automatically called by World.preUpdate.
- Source code: gameobjects/Text.js, line 158
-
removeChild(child) → {PIXI.DisplayObject}
-
Removes a child from the container.
Parameters
Name Type Description child
PIXI.DisplayObject The DisplayObject to remove
Returns
The child that was removed.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 210
-
removeChildAt(index) → {PIXI.DisplayObject}
-
Removes a child from the specified index position.
Parameters
Name Type Description index
Number The index to get the child from
Returns
The child that was removed.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 225
-
removeChildren(beginIndex, endIndex)
-
Removes all children from this container that are within the begin and end indexes.
Parameters
Name Type Description beginIndex
Number The beginning position. Default value is 0.
endIndex
Number The ending position. Default value is size of the container.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 243
-
removeStageReference()
-
Removes the current stage reference from the container and all of its children.
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 404
-
setChildIndex(child, index)
-
Changes the position of an existing child in the display object container
Parameters
Name Type Description child
PIXI.DisplayObject The child DisplayObject instance for which you want to change the index number
index
Number The resulting index number for the child display object
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 175
-
setShadow(x, y, color, blur)
-
Sets a drop shadow effect on the Text. You can specify the horizontal and vertical distance of the drop shadow with the
x
andy
parameters. The color controls the shade of the shadow (default is black) and can be either anrgba
orhex
value. The blur is the strength of the shadow. A value of zero means a hard shadow, a value of 10 means a very soft shadow. To remove a shadow already in place you can call this method with no parameters set.Parameters
Name Type Argument Default Description x
number <optional>
0 The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
y
number <optional>
0 The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
color
string <optional>
'rgba(0,0,0,1)' The color of the shadow, as given in CSS rgba or hex format. Set the alpha component to 0 to disable the shadow.
blur
number <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).
- Source code: gameobjects/Text.js, line 297
-
setStageReference(stage)
-
Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.
Parameters
Name Type Description stage
PIXI.Stage the stage that the container will have as its current stage reference
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 386
-
setStyle(style)
-
Set the style of the text by passing a single style object to it.
Parameters
Name Type Argument Description style
object <optional>
The style properties to be set on the Text.
Properties
Name Type Argument Default Description font
string <optional>
'bold 20pt Arial' The style and size of the font.
fill
string <optional>
'black' A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
align
string <optional>
'left' Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
stroke
string <optional>
'black' A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.
strokeThickness
number <optional>
0 A number that represents the thickness of the stroke. Default is 0 (no stroke).
wordWrap
boolean <optional>
false Indicates if word wrap should be used.
wordWrapWidth
number <optional>
100 The width in pixels at which text will wrap.
- Source code: gameobjects/Text.js, line 324
-
setText(text)
-
Set the copy for the text object. To split a line you can use '\n'.
Parameters
Name Type Description text
String The copy that you would like the text to display
- Inherited From
- Source code: pixi/text/Text.js, line 147
-
setTexture(texture)
-
Sets the texture of the sprite
Parameters
Name Type Description texture
PIXI.Texture The PIXI texture that is displayed by the sprite
- Inherited From
- Source code: pixi/display/Sprite.js, line 135
-
swapChildren(child, child2)
-
Swaps the position of 2 Display Objects within this container.
Parameters
Name Type Description child
PIXI.DisplayObject -
child2
PIXI.DisplayObject -
- Inherited From
- Source code: pixi/display/DisplayObjectContainer.js, line 133
-
toGlobal(position) → {PIXI.Point}
-
Calculates the global position of the display object
Parameters
Name Type Description position
PIXI.Point The world origin to calculate from
Returns
A point object representing the position of this object
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 616
-
toLocal(position, from) → {PIXI.Point}
-
Calculates the local position of the display object relative to another point
Parameters
Name Type Argument Description position
PIXI.Point The world origin to calculate from
from
PIXI.DisplayObject <optional>
The DisplayObject to calculate the global position from
Returns
A point object representing the position of this object
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 630
-
update()
-
Override and use this function in your own custom objects to handle any update requirements you may have.
- Source code: gameobjects/Text.js, line 198
-
updateCache()
-
Generates and updates the cached sprite for this object.
- Inherited From
- Source code: pixi/display/DisplayObject.js, line 606