Bitmaptext-Atlas

var config = {
    type: Phaser.WEBGL,
    parent: 'phaser-example',
    scene: {
        preload: preload,
        create: create,
        update: update
    }
};

var text;

var game = new Phaser.Game(config);

function preload() 
{
    this.load.atlas('fontatlas', 'assets/atlas/bitmap-fonts-debug.png', 'assets/atlas/bitmap-fonts.json');

    //  The XML data for the fonts in the atlas
    this.load.xml('atariXML', 'assets/fonts/bitmap/atari-sunset.xml');
    this.load.xml('azoXML', 'assets/fonts/bitmap/azo-fire.xml');
    this.load.xml('hyperdriveXML', 'assets/fonts/bitmap/hyperdrive.xml');
    this.load.xml('topazXML', 'assets/fonts/bitmap/topaz-fill.xml');
}

function create() 
{
    //  Create a new Bitmap Text in the Cache from the given atlas frame and XML data
    Phaser.GameObjects.BitmapText.ParseFromAtlas(this, 'font1', 'fontatlas', 'hyperdrive', 'hyperdriveXML');
    Phaser.GameObjects.BitmapText.ParseFromAtlas(this, 'font2', 'fontatlas', 'azo-fire', 'azoXML');
    Phaser.GameObjects.BitmapText.ParseFromAtlas(this, 'font3', 'fontatlas', 'atari-sunset', 'atariXML');
    Phaser.GameObjects.BitmapText.ParseFromAtlas(this, 'font4', 'fontatlas', 'topaz-fill', 'topazXML');

    var str = '()WTRPyxv^}{';

    this.add.bitmapText(0, 100, 'font1', str);
    this.add.bitmapText(0, 200, 'font2', str);
    this.add.bitmapText(0, 300, 'font3', str);
    this.add.bitmapText(0, 400, 'font4', str);
}

function update()
{
}