Ok, Canvas isn’t able to apply tint, so following this blog post, I quickly updated to 3.2X+ / added a factory function:
factory function
declare global {
namespace Phaser.GameObjects {
interface GameObjectFactory {
canvasBmpText(x: number, y: number, font: string, text?: string | string[], size?: number, align?: integer): AdjustedBitmapText;
}
}
}
export function registerCanvasBmpFactory() {
Phaser.GameObjects.GameObjectFactory.register(
"canvasBmpText",
function (
this: Phaser.GameObjects.GameObjectFactory,
x: number,
y: number,
font: string,
text?: string | string[],
size?: number,
align?: integer
) {
const canvasBmpText = new AdjustedBitmapText(this.scene, x, y, font, text, size, align);
this.displayList.add(canvasBmpText);
// this.updateList.add(canvasBmpText);
return canvasBmpText;
}
);
}
This allows to perform calls like so:
Phaser.GameObjects.BitmapText result = scene.add.canvasBmpText(scene.game.renderer.width / 2, offsetY, "atari", "", charWidth);
The class itself
export class AdjustedBitmapText extends Phaser.GameObjects.BitmapText {
private _cachedTint: number = 0xffffff;
private _cachedTextCanvas: HTMLCanvasElement = null;
private _cachedTextCanvasCtx: CanvasRenderingContext2D = null;
// -------------------------------------------------------------------------
public renderCanvas(renderer, src, interpolationPercentage, camera, parentMatrix) {
var text = src._text;
var textLength = text.length;
if (
Phaser.GameObjects.GameObject.RENDER_MASK !== src.renderFlags ||
textLength === 0 ||
(src.cameraFilter > 0 && src.cameraFilter & camera.id)
) {
return;
}
var textureFrame = src.frame;
var chars = src.fontData.chars;
var lineHeight = src.fontData.lineHeight;
var letterSpacing = src._letterSpacing;
var xAdvance = 0;
var yAdvance = 0;
var charCode = 0;
var glyph = null;
var glyphX = 0;
var glyphY = 0;
var glyphW = 0;
var glyphH = 0;
var x = 0;
var y = 0;
var lastGlyph = null;
var lastCharCode = 0;
var ctx = renderer.currentContext;
var image = src.frame.source.image;
var textureX = textureFrame.cutX;
var textureY = textureFrame.cutY;
var scale = src._fontSize / src.fontData.size;
var align = src._align;
var currentLine = 0;
var lineOffsetX = 0;
// Update the bounds - skipped internally if not dirty
var bounds = src.getTextBounds(false);
var lineData = src._bounds.lines;
if (align === 1) {
lineOffsetX = (lineData.longest - lineData.lengths[0]) / 2;
} else if (align === 2) {
lineOffsetX = lineData.longest - lineData.lengths[0];
}
// Alpha
var alpha = camera.alpha * src.alpha;
if (alpha === 0) {
// Nothing to see, so abort early
return;
} else if (renderer.currentAlpha !== alpha) {
renderer.currentAlpha = alpha;
ctx.globalAlpha = alpha;
}
// Blend Mode
if (renderer.currentBlendMode !== src.blendMode) {
renderer.currentBlendMode = src.blendMode;
ctx.globalCompositeOperation = renderer.blendModes[src.blendMode];
}
// Smoothing
if (renderer.currentScaleMode !== src.scaleMode) {
renderer.currentScaleMode = src.scaleMode;
}
var tx = src.x - camera.scrollX * src.scrollFactorX + src.frame.x;
var ty = src.y - camera.scrollY * src.scrollFactorY + src.frame.y;
var roundPixels = camera.roundPixels;
if (roundPixels) {
tx |= 0;
ty |= 0;
}
ctx.save();
if (parentMatrix !== undefined) {
var matrix = parentMatrix.matrix;
ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
}
ctx.translate(tx, ty);
ctx.rotate(src.rotation);
ctx.translate(-src.displayOriginX, -src.displayOriginY);
ctx.scale(src.scaleX, src.scaleY);
// tinted text? Check if tint changed or text changed
var tint = this.tintTopLeft;
var drawTinted = tint !== 0xffffff;
var refreshCached = drawTinted && (this._cachedTint !== tint || this["_dirty"]);
var cachedWidth = bounds.local.width;
var cachedHeight = bounds.local.height;
if (refreshCached) {
if (this._cachedTextCanvas === null) {
this._cachedTextCanvas = Phaser.Display.Canvas.CanvasPool.create(this, cachedWidth, cachedHeight);
this._cachedTextCanvasCtx = this._cachedTextCanvas.getContext("2d");
}
this._cachedTextCanvasCtx.clearRect(0, 0, cachedWidth, cachedHeight);
this._cachedTint = tint;
}
this["_dirty"] = false;
// render characters either into game canvas (rendering.currentContext or into temporary canvas
if (!drawTinted || refreshCached) {
var targetCtx = ctx;
// change context if refreshing cached tinted text
if (refreshCached) {
var tmpCanvas = Phaser.Display.Canvas.CanvasPool.create(null, cachedWidth, cachedHeight, Phaser.CANVAS, true);
var tmpCtx = tmpCanvas.getContext("2d") as CanvasRenderingContext2D;
tmpCtx.clearRect(0, 0, cachedWidth, cachedHeight);
targetCtx = tmpCtx;
}
// draw characters
for (var i = 0; i < textLength; i++) {
charCode = text.charCodeAt(i);
if (charCode === 10) {
currentLine++;
if (align === 1) {
lineOffsetX = (lineData.longest - lineData.lengths[currentLine]) / 2;
} else if (align === 2) {
lineOffsetX = lineData.longest - lineData.lengths[currentLine];
}
xAdvance = 0;
yAdvance += lineHeight;
lastGlyph = null;
continue;
}
glyph = chars[charCode];
if (!glyph) {
continue;
}
glyphX = textureX + glyph.x;
glyphY = textureY + glyph.y;
glyphW = glyph.width;
glyphH = glyph.height;
x = glyph.xOffset + xAdvance;
y = glyph.yOffset + yAdvance;
if (lastGlyph !== null) {
var kerningOffset = glyph.kerning[lastCharCode];
x += kerningOffset !== undefined ? kerningOffset : 0;
}
x *= scale;
y *= scale;
x += lineOffsetX;
xAdvance += glyph.xAdvance + letterSpacing;
lastGlyph = glyph;
lastCharCode = charCode;
// Nothing to render or a space? Then skip to the next glyph
if (glyphW === 0 || glyphH === 0 || charCode === 32) {
continue;
}
if (roundPixels) {
x |= 0;
y |= 0;
}
targetCtx.save();
targetCtx.translate(x, y);
targetCtx.scale(scale, scale);
targetCtx.drawImage(image, glyphX, glyphY, glyphW, glyphH, 0, 0, glyphW, glyphH);
targetCtx.restore();
}
// create cached image and return temporary canvas into pool
if (refreshCached) {
var tCan = this._cachedTextCanvas;
var tCtx = this._cachedTextCanvasCtx;
// resize canvas?
if (tCan.width !== cachedWidth || tCan !== cachedHeight) {
tCan.width = cachedWidth;
tCan.height = cachedHeight;
}
var rgb = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16);
var color = "#" + ("00000" + (rgb | 0).toString(16)).substr(-6);
tCtx.fillStyle = color;
tCtx.fillRect(0, 0, cachedWidth, cachedHeight);
tCtx.globalCompositeOperation = "multiply";
tCtx.drawImage(tmpCanvas, 0, 0, cachedWidth, cachedHeight);
tCtx.globalCompositeOperation = "destination-atop";
tCtx.drawImage(tmpCanvas, 0, 0, cachedWidth, cachedHeight);
Phaser.Display.Canvas.CanvasPool.remove(tmpCanvas);
}
}
// draw tinted image if tinted text
if (drawTinted) {
ctx.drawImage(this._cachedTextCanvas, 0, 0, cachedWidth, cachedHeight);
}
ctx.restore();
}
// -------------------------------------------------------------------------
public setTintMate(color: number) {
this.setTint(color, color, color, color);
}
// -------------------------------------------------------------------------
public setTint(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): this {
super.setTint(topLeft, topRight, bottomLeft, bottomRight);
let currentTint = this.tintTopLeft;
if (currentTint !== 0xffffff && this._cachedTint !== currentTint) {
this["_dirty"] = true;
}
return this;
}
// -------------------------------------------------------------------------
public preDestroy(): void {
if (super["preDestroy"]) {
super["preDestroy"]();
}
// console.log("destroying...");
// remove canvas
if (this._cachedTextCanvas !== null) {
Phaser.Display.Canvas.CanvasPool.remove(this);
this._cachedTextCanvas = null;
this._cachedTextCanvasCtx = null;
}
}
}
NB Canvas can be forced for webkit browser only, I wrote this and it seems fine safari/capacitor/ios wise:
type: window && typeof window.webkitConvertPointFromNodeToPage === "function" ? Phaser.CANVAS : Phaser.AUTO,