Text#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Text#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

Text#precalculateWordWrap()

precalculateWordWrap(text) → {array} Runs the given text through the Text.runWordWrap function and returnsthe results as an array, where each element of the array corresponds to a wrappedline of text. Useful if you wish to control pagination on long pieces of content. Parameters Name Type Description text string The text for which the wrapping will be calculated. Returns array - An array of strings with the pieces of wrapped text. Source code: gameobjects/Text.js (Line 927)

Text#play()

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation} Plays an Animation. The animation should have previously been created via animations.add. If the animation is already playing calling this again won't do anything.If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop. Parameters Name Type Argument Default Description name string The name of the animation to be played, e.g. "fire", "walk", "jump". Must

Text#physicsType

[readonly] physicsType : number The const physics body type of this object. Source code: gameobjects/Text.js (Line 66)

Text#pendingDestroy

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.You can set it directly to allow you to flag an object to be destroyed on its next update. This is extremely useful if you wish to destroy an object from within one of its own callbackssuch as with Buttons or other Input events. Inherited From Phaser.Component.Core#pendingDestroy Source code: gameobjects/components/Core.js (Line 259)

Text#parseList()

parseList(list) → {Phaser.Text} Converts the given array into a tab delimited string and then updates this Text object.This is mostly used when you want to display external data using tab stops. The array can be either single or multi dimensional depending on the result you need: [ 'a', 'b', 'c' ] would convert in to "a\tb\tc". Where as: [ [ 'a', 'b', 'c' ], [ 'd', 'e', 'f'] ] would convert in to: "a\tb\tc\nd\te\tf" Parameters Name Type Description list array The array of data to

Text#padding

padding : Phaser.Point Specify a padding value which is added to the line width and height when calculating the Text size.ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions. Source code: gameobjects/Text.js (Line 73)

Text#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

Text#outOfCameraBoundsKill

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds. Inherited From Phaser.Component.InWorld#outOfCameraBoundsKill Source code: gameobjects/components/InWorld.js (Line 115)