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#fontVariant

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

Text#fontStyles

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

Text#fontStyle

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

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#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#fixedToCamera

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. The values are adjusted at the rendering stage, overriding the Game Objects actual world position. The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game worldthe camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all timesrega

Text#fill

fill : Object A canvas fillstyle that will be used on the text eg 'red', '#00FF00'. Source code: gameobjects/Text.js (Line 1848)

Text#exists

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops. Inherited From PIXI.Sprite#exists Default Value true Source code: pixi/display/Sprite.js (Line 103)

Text#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events