Text#font

font : string Change the font family that the text will be rendered in, such as 'Arial'. Multiple CSS font families and generic fallbacks can be specified as long asCSS font-family rules are followed. To change the entire font string use cssFont instead: eg. text.cssFont = 'bold 20pt Arial'. Source code: gameobjects/Text.js (Line 1708)

Text#fontSize

fontSize : number | string The size of the font. If the font size is specified in pixels (eg. 32 or '32px') then a number (ie. 32) representingthe font size in pixels is returned; otherwise the value with CSS unit is returned as a string (eg. '12pt'). Type number | string Source code: gameobjects/Text.js (Line 1743)

Text#fontStyle

fontStyle : string The style of the font: 'normal', 'italic', 'oblique' Source code: gameobjects/Text.js (Line 1806)

Text#fontStyles

fontStyles :array An array of the font styles values as specified by addFontStyle. Source code: gameobjects/Text.js (Line 106)

Text#fontVariant

fontVariant : string The variant the font: 'normal', 'small-caps' Source code: gameobjects/Text.js (Line 1827)

Text#fontWeight

fontWeight : string The weight of the font: 'normal', 'bold', or a valid CSS font weight. Source code: gameobjects/Text.js (Line 1785)

Text#fontWeights

fontWeights :array An array of the font weights values as specified by addFontWeight. Source code: gameobjects/Text.js (Line 111)

Text#frame

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the frame set frame to the index of the new frame in the sprite sheet you wish this Game Object to use,for example: player.frame = 4. If the frame index given doesn't exist it will revert to the first frame found in the texture. If you are using a texture atlas then you should use the frameName property instead. If you wish to fully replace the texture being used see loadTextur

Text#frameName

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the frame set frameName to the name of the new frame in the texture atlas you wish this Game Object to use,for example: player.frameName = "idle". If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning. If you are using a sprite sheet then you should use the frame property instead. If you wish to fully replace

Text#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)