text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2018 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  var BitmapText = require('./DynamicBitmapText');
  var BuildGameObject = require('../../BuildGameObject');
  var GameObjectCreator = require('../../GameObjectCreator');
  var GetAdvancedValue = require('../../../utils/object/GetAdvancedValue');
  
  /**
   * @typedef {object} BitmapTextConfig
   * @extends GameObjectConfig
   *
   * @property {string} [font=''] - [description]
   * @property {string} [text=''] - [description]
   * @property {(number|false)} [size=false] - [description]
   * @property {string} [align='left'] - [description]
   */
  
  /**
   * Creates a new Dynamic Bitmap Text Game Object and returns it.
   *
   * Note: This method will only be available if the Dynamic Bitmap Text Game Object has been built into Phaser.
   *
   * @method Phaser.GameObjects.GameObjectCreator#dynamicBitmapText
   * @since 3.0.0
   *²
   * @param {BitmapTextConfig} config - The configuration object this Game Object will use to create itself.
   * @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
   *
   * @return {Phaser.GameObjects.DynamicBitmapText} The Game Object that was created.
   */
  GameObjectCreator.register('dynamicBitmapText', function (config, addToScene)
  {
      if (config === undefined) { config = {}; }
  
      var font = GetAdvancedValue(config, 'font', '');
      var text = GetAdvancedValue(config, 'text', '');
      var size = GetAdvancedValue(config, 'size', false);
      var align = GetAdvancedValue(config, 'align', 'left');
  
      var bitmapText = new BitmapText(this.scene, 0, 0, font, text, size, align);
  
      if (addToScene !== undefined)
      {
          config.add = addToScene;
      }
  
      BuildGameObject(this.scene, bitmapText, config);
  
      return bitmapText;
  });
  
  //  When registering a factory function 'this' refers to the GameObjectCreator context.
  