Phaser.RetroFont

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

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:BaseTexture

The base texture object that this texture uses

Inherited From: Phaser.RenderTexture#baseTexture Source - gameobjects/RenderTexture.js, line 66

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: PIXI.Texture#crop Source - pixi/textures/Texture.js, line 127

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 frame specifies the region of the base texture that this texture uses

Inherited From: PIXI.Texture#frame Source - pixi/textures/Texture.js, line 54

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: Phaser.RenderTexture#game Source - gameobjects/RenderTexture.js, line 34

height:Number

The height of the Texture in pixels.

Inherited From: PIXI.Texture#height Source

isTiling:Boolean

Is this a tiling texture? As used by the likes of a TilingSprite.

Inherited From: PIXI.Texture#isTiling Source - pixi/textures/Texture.js, line 78

key:string

The key of the RenderTexture in the Cache, if stored there.

Inherited From: Phaser.RenderTexture#key Source - gameobjects/RenderTexture.js, line 39

multiLine:boolean

If set to true all carriage-returns in text will form new lines (seealign). If false the font will only contain one single line of text (thedefault)

Source - gameobjects/RetroFont.js, line 83

noFrame:Boolean

Does this Texture have any frame data assigned to it?

Inherited From: PIXI.Texture#noFrame Source - pixi/textures/Texture.js, line 27

<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:CanvasRenderer|WebGLRenderer

The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.

Type:

  • CanvasRenderer| WebGLRenderer

Inherited From: Phaser.RenderTexture#renderer Source - gameobjects/RenderTexture.js, line 84

requiresReTint:Boolean

This will let a renderer know that a tinted parent has updated its texture.

Inherited From: PIXI.Texture#requiresReTint Source

requiresUpdate:Boolean

This will let a renderer know that a texture has been updated (usedmainly for webGL uv updates)

Inherited From: PIXI.Texture#requiresUpdate Source

rotated:Boolean

A flag that controls if this frame is rotated or not. Rotation allows you to use rotated frames in texture atlas packing, it has nothing to do with Sprite rotation.

Inherited From: PIXI.Texture#rotated Source - pixi/textures/Texture.js, line 136

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: PIXI.Texture#trim Source - pixi/textures/Texture.js, line 62

type:number

Base Phaser object type.

Source - gameobjects/RetroFont.js, line 170

valid:Boolean

Inherited From: Phaser.RenderTexture#valid Source - gameobjects/RenderTexture.js, line 107

width:Number

The width of the Texture in pixels.

Inherited From: PIXI.Texture#width Source - pixi/textures/Texture.js, line 111

buildRetroFontText()

Updates the texture with the new text.

Source - gameobjects/RetroFont.js, line 328

clear()

Clears the RenderTexture.

Inherited From: Phaser.RenderTexture#clear Source - gameobjects/RenderTexture.js, line 258

destroy(destroyBase)

Destroys this texture

Parameters:

Name

Type

Description

destroyBase

Boolean

Whether to destroy the base texture as well

Inherited From: PIXI.Texture#destroy Source - pixi/textures/Texture.js, line 174

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: Phaser.RenderTexture#getBase64 Source - gameobjects/RenderTexture.js, line 399

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: Phaser.RenderTexture#getCanvas Source - gameobjects/RenderTexture.js, line 411

getImage()→ {Image}

Will return a HTML Image of the texture

Returns:

Image-

Inherited From: Phaser.RenderTexture#getImage Source - gameobjects/RenderTexture.js, line 384

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

<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 pass displayObject.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: Phaser.RenderTexture#render Source

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: Phaser.RenderTexture#renderRawXY Source - gameobjects/RenderTexture.js, line 150

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: Phaser.RenderTexture#renderXY Source - gameobjects/RenderTexture.js, line 118

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: Phaser.RenderTexture#resize Source

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: PIXI.Texture#setFrame Source - pixi/textures/Texture.js, line 187

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