# Source: gameobjects/Text.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2014 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * 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
    *
    * @class Phaser.Text
    * @extends PIXI.Text
    * @constructor
    * @param {Phaser.Game} game - Current game instance.
    * @param {number} x - X position of the new text object.
    * @param {number} y - Y position of the new text object.
    * @param {string} text - The actual text that will be written.
    * @param {object} style - The style object containing style attributes like font, font size ,
    */
    Phaser.Text = function (game, x, y, text, style) {

        x = x || 0;
        y = y || 0;
        text = text || ' ';
        style = style || {};

        if (text.length === 0)
        {
            text = ' ';
        }
        else
        {
            text = text.toString();
        }

        /**
        * @property {Phaser.Game} game - A reference to the currently running Game.
        */
        this.game = game;

        /**
        * @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
        * @default
        */
        this.exists = true;

        /**
        * @property {string} name - The user defined name given to this object.
        * @default
        */
        this.name = '';

        /**
        * @property {number} type - The const type of this object.
        * @default
        */
        this.type = Phaser.TEXT;

        /**
        * @property {number} z - 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.
        */
        this.z = 0;

        /**
        * @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
        */
        this.world = new Phaser.Point(x, y);

        /**
        * @property {string} _text - Internal cache var.
        * @private
        */
        this._text = text;

        /**
        * @property {string} _font - Internal cache var.
        * @private
        */
        this._font = '';

        /**
        * @property {number} _fontSize - Internal cache var.
        * @private
        */
        this._fontSize = 32;

        /**
        * @property {string} _fontWeight - Internal cache var.
        * @private
        */
        this._fontWeight = 'normal';

        /**
        * @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.
        * @private
        */
        this._lineSpacing = 0;

        /**
        * @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
        */
        this.events = new Phaser.Events(this);

        /**
        * @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
        */
        this.input = null;

        /**
        * @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
        */
        this.cameraOffset = new Phaser.Point();

        this.setStyle(style);

        PIXI.Text.call(this, text, this.style);

        this.position.set(x, y);

        /**
        * A small internal cache:
        * 0 = previous position.x
        * 1 = previous position.y
        * 2 = previous rotation
        * 3 = renderID
        * 4 = fresh? (0 = no, 1 = yes)
        * 5 = outOfBoundsFired (0 = no, 1 = yes)
        * 6 = exists (0 = no, 1 = yes)
        * 7 = fixed to camera (0 = no, 1 = yes)
        * 8 = destroy phase? (0 = no, 1 = yes)
        * @property {Array} _cache
        * @private
        */
        this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0 ];

    };

    Phaser.Text.prototype = Object.create(PIXI.Text.prototype);
    Phaser.Text.prototype.constructor = Phaser.Text;

    /**
    * Automatically called by World.preUpdate.
    * @method Phaser.Text.prototype.preUpdate
    */
    Phaser.Text.prototype.preUpdate = function () {

        this._cache[0] = this.world.x;
        this._cache[1] = this.world.y;
        this._cache[2] = this.rotation;

        if (!this.exists || !this.parent.exists)
        {
            this.renderOrderID = -1;
            return false;
        }

        if (this.autoCull)
        {
            //  Won't get rendered but will still get its transform updated
            this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
        }

        this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);

        if (this.visible)
        {
            this._cache[3] = this.game.stage.currentRenderOrderID++;
        }

        //  Update any Children
        for (var i = 0, len = this.children.length; i < len; i++)
        {
            this.children[i].preUpdate();
        }

        return true;

    };

    /**
    * Override and use this function in your own custom objects to handle any update requirements you may have.
    *
    * @method Phaser.Text#update
    * @memberof Phaser.Text
    */
    Phaser.Text.prototype.update = function() {

    };

    /**
    * Automatically called by World.postUpdate.
    * @method Phaser.Text.prototype.postUpdate
    */
    Phaser.Text.prototype.postUpdate = function () {

        if (this._cache[7] === 1)
        {
            this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
            this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
        }

        //  Update any Children
        for (var i = 0, len = this.children.length; i < len; i++)
        {
            this.children[i].postUpdate();
        }

    };

    /**
    * @method Phaser.Text.prototype.destroy
    * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
    */
    Phaser.Text.prototype.destroy = function (destroyChildren) {

        if (this.game === null || this.destroyPhase) { return; }

        if (typeof destroyChildren === 'undefined') { destroyChildren = true; }

        this._cache[8] = 1;

        if (this.parent)
        {
            if (this.parent instanceof Phaser.Group)
            {
                this.parent.remove(this);
            }
            else
            {
                this.parent.removeChild(this);
            }
        }

        this.texture.destroy();

        if (this.canvas.parentNode)
        {
            this.canvas.parentNode.removeChild(this.canvas);
        }
        else
        {
            this.canvas = null;
            this.context = null;
        }

        var i = this.children.length;

        if (destroyChildren)
        {
            while (i--)
            {
                this.children[i].destroy(destroyChildren);
            }
        }
        else
        {
            while (i--)
            {
                this.removeChild(this.children[i]);
            }
        }

        this.exists = false;
        this.visible = false;

        this.filters = null;
        this.mask = null;
        this.game = null;

        this._cache[8] = 0;

    };

    /**
    * @method Phaser.Text.prototype.setShadow
    * @param {number} [x=0] - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
    * @param {number} [y=0] - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
    * @param {string} [color='rgba(0,0,0,0)'] - The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
    * @param {number} [blur=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).
    */
    Phaser.Text.prototype.setShadow = function (x, y, color, blur) {

        this.style.shadowOffsetX = x || 0;
        this.style.shadowOffsetY = y || 0;
        this.style.shadowColor = color || 'rgba(0,0,0,0)';
        this.style.shadowBlur = blur || 0;
        this.dirty = true;

    };

    /**
    * Set the style of the text by passing a single style object to it.
    *
    * @method Phaser.Text.prototype.setStyle
    * @param [style] {Object} The style parameters
    * @param [style.font='bold 20pt Arial'] {String} The style and size of the font
    * @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00'
    * @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
    * @param [style.stroke='black'] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'
    * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
    * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
    * @param [style.wordWrapWidth=100] {Number} The width at which text will wrap
    */
    Phaser.Text.prototype.setStyle = function (style) {

        style = style || {};
        style.font = style.font || 'bold 20pt Arial';
        style.fill = style.fill || 'black';
        style.align = style.align || 'left';
        style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
        style.strokeThickness = style.strokeThickness || 0;
        style.wordWrap = style.wordWrap || false;
        style.wordWrapWidth = style.wordWrapWidth || 100;
        style.shadowOffsetX = style.shadowOffsetX || 0;
        style.shadowOffsetY = style.shadowOffsetY || 0;
        style.shadowColor = style.shadowColor || 'rgba(0,0,0,0)';
        style.shadowBlur = style.shadowBlur || 0;

        this.style = style;
        this.dirty = true;

    };

    /**
    * Renders text. This replaces the Pixi.Text.updateText function as we need a few extra bits in here.
    *
    * @method Phaser.Text.prototype.updateText
    * @private
    */
    Phaser.Text.prototype.updateText = function () {

        this.context.font = this.style.font;

        var outputText = this.text;

        // word wrap
        // preserve original text
        if (this.style.wordWrap)
        {
            outputText = this.runWordWrap(this.text);
        }

        //split text into lines
        var lines = outputText.split(/(?:\r\n|\r|\n)/);

        //calculate text width
        var lineWidths = [];
        var maxLineWidth = 0;

        for (var i = 0; i < lines.length; i++)
        {
            var lineWidth = this.context.measureText(lines[i]).width;
            lineWidths[i] = lineWidth;
            maxLineWidth = Math.max(maxLineWidth, lineWidth);
        }

        this.canvas.width = maxLineWidth + this.style.strokeThickness;

        //calculate text height
        var lineHeight = this.determineFontHeight('font: ' + this.style.font + ';') + this.style.strokeThickness + this._lineSpacing + this.style.shadowOffsetY;

        this.canvas.height = lineHeight * lines.length;

        if (navigator.isCocoonJS)
        {
            this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
        }

        //set canvas text styles
        this.context.fillStyle = this.style.fill;
        this.context.font = this.style.font;

        this.context.strokeStyle = this.style.stroke;
        this.context.lineWidth = this.style.strokeThickness;

        this.context.shadowOffsetX = this.style.shadowOffsetX;
        this.context.shadowOffsetY = this.style.shadowOffsetY;
        this.context.shadowColor = this.style.shadowColor;
        this.context.shadowBlur = this.style.shadowBlur;

        this.context.textBaseline = 'top';
        this.context.lineCap = 'round';
        this.context.lineJoin = 'round';

        //draw lines line by line
        for (i = 0; i < lines.length; i++)
        {
            var linePosition = new PIXI.Point(this.style.strokeThickness / 2, this.style.strokeThickness / 2 + i * lineHeight);

            if (this.style.align === 'right')
            {
                linePosition.x += maxLineWidth - lineWidths[i];
            }
            else if (this.style.align === 'center')
            {
                linePosition.x += (maxLineWidth - lineWidths[i]) / 2;
            }

            linePosition.y += this._lineSpacing;

            if (this.style.stroke && this.style.strokeThickness)
            {
                this.context.strokeText(lines[i], linePosition.x, linePosition.y);
            }

            if (this.style.fill)
            {
                this.context.fillText(lines[i], linePosition.x, linePosition.y);
            }
        }

        this.updateTexture();
    };

    /**
    * Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.
    *
    * @method Phaser.Text.prototype.runWordWrap
    * @private
    */
    Phaser.Text.prototype.runWordWrap = function (text) {

        var result = '';
        var lines = text.split('\n');

        for (var i = 0; i < lines.length; i++)
        {
            var spaceLeft = this.style.wordWrapWidth;
            var words = lines[i].split(' ');

            for (var j = 0; j < words.length; j++)
            {
                var wordWidth = this.context.measureText(words[j]).width;
                var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width;

                if (wordWidthWithSpace > spaceLeft)
                {
                    // Skip printing the newline if it's the first word of the line that is greater than the word wrap width.
                    if (j > 0)
                    {
                        result += '\n';
                    }
                    result += words[j] + ' ';
                    spaceLeft = this.style.wordWrapWidth - wordWidth;
                }
                else
                {
                    spaceLeft -= wordWidthWithSpace;
                    result += words[j] + ' ';
                }
            }

            if (i < lines.length-1)
            {
                result += '\n';
            }
        }

        return result;

    };

    /**
    * 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.
    * @name Phaser.Text#angle
    * @property {number} angle - Gets or sets the angle of rotation in degrees.
    */
    Object.defineProperty(Phaser.Text.prototype, 'angle', {

        get: function() {
            return Phaser.Math.radToDeg(this.rotation);
        },

        set: function(value) {
            this.rotation = Phaser.Math.degToRad(value);
        }

    });

    /**
    * The text string to be displayed by this Text object, taking into account the style settings.
    * @name Phaser.Text#text
    * @property {string} text - The text string to be displayed by this Text object, taking into account the style settings.
    */
    Object.defineProperty(Phaser.Text.prototype, 'text', {

        get: function() {
            return this._text;
        },

        set: function(value) {

            if (value !== this._text)
            {
                this._text = value.toString() || ' ';
                this.dirty = true;
                this.updateTransform();
            }

        }

    });

    /**
    * @name Phaser.Text#font
    * @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
    */
    Object.defineProperty(Phaser.Text.prototype, 'font', {

        get: function() {
            return this._font;
        },

        set: function(value) {

            if (value !== this._font)
            {
                this._font = value.trim();
                this.style.font = this._fontWeight + ' ' + this._fontSize + "px '" + this._font + "'";
                this.dirty = true;
                this.updateTransform();
            }

        }

    });

    /**
    * @name Phaser.Text#fontSize
    * @property {number} fontSize - The size of the font in pixels.
    */
    Object.defineProperty(Phaser.Text.prototype, 'fontSize', {

        get: function() {
            return this._fontSize;
        },

        set: function(value) {

            value = parseInt(value, 10);

            if (value !== this._fontSize)
            {
                this._fontSize = value;
                this.style.font = this._fontWeight + ' ' + this._fontSize + "px '" + this._font + "'";
                this.dirty = true;
                this.updateTransform();
            }

        }

    });

    /**
    * @name Phaser.Text#fontWeight
    * @property {number} fontWeight - The weight of the font: 'normal', 'bold', 'italic'. You can combine settings too, such as 'bold italic'.
    */
    Object.defineProperty(Phaser.Text.prototype, 'fontWeight', {

        get: function() {
            return this._fontWeight;
        },

        set: function(value) {

            if (value !== this._fontWeight)
            {
                this._fontWeight = value;
                this.style.font = this._fontWeight + ' ' + this._fontSize + "px '" + this._font + "'";
                this.dirty = true;
                this.updateTransform();
            }

        }

    });

    /**
    * @name Phaser.Text#fill
    * @property {object} fill - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
    */
    Object.defineProperty(Phaser.Text.prototype, 'fill', {

        get: function() {
            return this.style.fill;
        },

        set: function(value) {

            if (value !== this.style.fill)
            {
                this.style.fill = value;
                this.dirty = true;
            }

        }

    });

    /**
    * @name Phaser.Text#align
    * @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
    */
    Object.defineProperty(Phaser.Text.prototype, 'align', {

        get: function() {
            return this.style.align;
        },

        set: function(value) {

            if (value !== this.style.align)
            {
                this.style.align = value;
                this.dirty = true;
            }

        }

    });

    /**
    * @name Phaser.Text#stroke
    * @property {string} stroke - A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.
    */
    Object.defineProperty(Phaser.Text.prototype, 'stroke', {

        get: function() {
            return this.style.stroke;
        },

        set: function(value) {

            if (value !== this.style.stroke)
            {
                this.style.stroke = value;
                this.dirty = true;
            }

        }

    });

    /**
    * @name Phaser.Text#strokeThickness
    * @property {number} strokeThickness - A number that represents the thickness of the stroke. Default is 0 (no stroke)
    */
    Object.defineProperty(Phaser.Text.prototype, 'strokeThickness', {

        get: function() {
            return this.style.strokeThickness;
        },

        set: function(value) {

            if (value !== this.style.strokeThickness)
            {
                this.style.strokeThickness = value;
                this.dirty = true;
            }

        }

    });

    /**
    * @name Phaser.Text#wordWrap
    * @property {boolean} wordWrap - Indicates if word wrap should be used.
    */
    Object.defineProperty(Phaser.Text.prototype, 'wordWrap', {

        get: function() {
            return this.style.wordWrap;
        },

        set: function(value) {

            if (value !== this.style.wordWrap)
            {
                this.style.wordWrap = value;
                this.dirty = true;
            }

        }

    });

    /**
    * @name Phaser.Text#wordWrapWidth
    * @property {number} wordWrapWidth - The width at which text will wrap.
    */
    Object.defineProperty(Phaser.Text.prototype, 'wordWrapWidth', {

        get: function() {
            return this.style.wordWrapWidth;
        },

        set: function(value) {

            if (value !== this.style.wordWrapWidth)
            {
                this.style.wordWrapWidth = value;
                this.dirty = true;
            }

        }

    });

    /**
    * @name Phaser.Text#lineSpacing
    * @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.
    */
    Object.defineProperty(Phaser.Text.prototype, 'lineSpacing', {

        get: function() {
            return this._lineSpacing;
        },

        set: function(value) {

            if (value !== this._lineSpacing)
            {
                this._lineSpacing = parseFloat(value);
                this.dirty = true;
                this.updateTransform();
            }

        }

    });

    /**
    * @name Phaser.Text#shadowOffsetX
    * @property {number} shadowOffsetX - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
    */
    Object.defineProperty(Phaser.Text.prototype, 'shadowOffsetX', {

        get: function() {
            return this.style.shadowOffsetX;
        },

        set: function(value) {

            if (value !== this.style.shadowOffsetX)
            {
                this.style.shadowOffsetX = value;
                this.dirty = true;
            }

        }

    });

    /**
    * @name Phaser.Text#shadowOffsetY
    * @property {number} shadowOffsetY - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
    */
    Object.defineProperty(Phaser.Text.prototype, 'shadowOffsetY', {

        get: function() {
            return this.style.shadowOffsetY;
        },

        set: function(value) {

            if (value !== this.style.shadowOffsetY)
            {
                this.style.shadowOffsetY = value;
                this.dirty = true;
            }

        }

    });

    /**
    * @name Phaser.Text#shadowColor
    * @property {string} shadowColor - The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
    */
    Object.defineProperty(Phaser.Text.prototype, 'shadowColor', {

        get: function() {
            return this.style.shadowColor;
        },

        set: function(value) {

            if (value !== this.style.shadowColor)
            {
                this.style.shadowColor = value;
                this.dirty = true;
            }

        }

    });

    /**
    * @name Phaser.Text#shadowBlur
    * @property {number} shadowBlur - 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).
    */
    Object.defineProperty(Phaser.Text.prototype, 'shadowBlur', {

        get: function() {
            return this.style.shadowBlur;
        },

        set: function(value) {

            if (value !== this.style.shadowBlur)
            {
                this.style.shadowBlur = value;
                this.dirty = true;
            }

        }

    });

    /**
    * 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.
    *
    * @name Phaser.Text#inputEnabled
    * @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
    */
    Object.defineProperty(Phaser.Text.prototype, "inputEnabled", {

        get: function () {

            return (this.input && this.input.enabled);

        },

        set: function (value) {

            if (value)
            {
                if (this.input === null)
                {
                    this.input = new Phaser.InputHandler(this);
                    this.input.start();
                }
                else if (this.input && !this.input.enabled)
                {
                    this.input.start();
                }
            }
            else
            {
                if (this.input && this.input.enabled)
                {
                    this.input.stop();
                }
            }

        }

    });

    /**
    * 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
    *
    * @name Phaser.Text#fixedToCamera
    * @property {boolean} fixedToCamera - Set to true to fix this Text to the Camera at its current world coordinates.
    */
    Object.defineProperty(Phaser.Text.prototype, "fixedToCamera", {

        get: function () {

            return !!this._cache[7];

        },

        set: function (value) {

            if (value)
            {
                this._cache[7] = 1;
                this.cameraOffset.set(this.x, this.y);
            }
            else
            {
                this._cache[7] = 0;
            }
        }

    });

    /**
    * @name Phaser.Text#destroyPhase
    * @property {boolean} destroyPhase - True if this object is currently being destroyed.
    */
    Object.defineProperty(Phaser.Text.prototype, "destroyPhase", {

        get: function () {

            return !!this._cache[8];

        }

    });