# Source: gameobjects/BitmapText.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}
    */

    /**
    * Creates a new BitmapText object.
    *
    * @class Phaser.BitmapText
    *
    * @classdesc BitmapText objects work by taking a texture file and an XML file that describes the font layout.
    *
    * On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
    * On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
    * For Web there is the great Littera: http://kvazars.com/littera/
    *
    * @constructor
    * @param {Phaser.Game} game - A reference to the currently running game.
    * @param {number} x - X position of the new bitmapText object.
    * @param {number} y - Y position of the new bitmapText object.
    * @param {string} font - The key of the BitmapFont as stored in Game.Cache.
    * @param {string} [text=''] - The actual text that will be rendered. Can be set later via BitmapText.text.
    * @param {number} [size=32] - The size the font will be rendered in, in pixels.
    */
    Phaser.BitmapText = function (game, x, y, font, text, size) {

        x = x || 0;
        y = y || 0;
        font = font || '';
        text = text || '';
        size = size || 32;

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

        /**
        * @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
        * @default
        */
        this.exists = true;

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

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

        /**
        * @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 = font;

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

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

        /**
        * @property {number} _tint - Internal cache var.
        * @private
        */
        this._tint = 0xFFFFFF;

        /**
        * @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();

        PIXI.BitmapText.call(this, text);

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

    /**
    * @method Phaser.BitmapText.prototype.setStyle
    * @private
    */
    Phaser.BitmapText.prototype.setStyle = function() {

        this.style = { align: this._align };
        this.fontName = this._font;
        this.fontSize = this._fontSize;
        this.dirty = true;

    };

    /**
    * Automatically called by World.preUpdate.
    * @method Phaser.BitmapText.prototype.preUpdate
    */
    Phaser.BitmapText.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++;
        }

        return true;

    };

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

    };

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

        //  Fixed to Camera?
        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;
        }

    };

    /**
    * Destroy this BitmapText instance. This will remove any filters and un-parent any children.
    * @method Phaser.BitmapText.prototype.destroy
    * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
    */
    Phaser.BitmapText.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);
            }
        }

        var i = this.children.length;

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

    };

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

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

        set: function(value) {

            if (value !== this._align)
            {
                this._align = value;
                this.setStyle();
            }

        }

    });

    /**
    * @name Phaser.BitmapText#tint
    * @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)
    */
    Object.defineProperty(Phaser.BitmapText.prototype, 'tint', {

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

        set: function(value) {

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

        }

    });

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

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

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

    });

    /**
    * @name Phaser.BitmapText#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.BitmapText.prototype, 'font', {

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

        set: function(value) {

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

        }

    });

    /**
    * @name Phaser.BitmapText#fontSize
    * @property {number} fontSize - The size of the font in pixels.
    */
    Object.defineProperty(Phaser.BitmapText.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._fontSize + "px '" + this._font + "'";
                this.dirty = true;
            }

        }

    });

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

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

        set: function(value) {

            if (value !== this._text)
            {
                this._text = value.toString() || ' ';
                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.BitmapText#inputEnabled
    * @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
    */
    Object.defineProperty(Phaser.BitmapText.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 BitmapText that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in BitmapText.cameraOffset.
    * Note that the cameraOffset values are in addition to any parent in the display list.
    * So if this BitmapText was in a Group that has x: 200, then this will be added to the cameraOffset.x
    *
    * @name Phaser.BitmapText#fixedToCamera
    * @property {boolean} fixedToCamera - Set to true to fix this BitmapText to the Camera at its current world coordinates.
    */
    Object.defineProperty(Phaser.BitmapText.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.BitmapText#destroyPhase
    * @property {boolean} destroyPhase - True if this object is currently being destroyed.
    */
    Object.defineProperty(Phaser.BitmapText.prototype, "destroyPhase", {

        get: function () {

            return !!this._cache[8];

        }

    });