Text#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

Text#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

Text#anchor

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top leftSetting than anchor to 0.5,0.5 means the textures origin is centeredSetting the anchor to 1,1 would mean the textures origin points will be the bottom right corner Inherited From PIXI.Sprite#anchor Source code: pixi/display/Sprite.js (Line 17)

Text#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

Text#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Text#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Text#align

align : string Controls the horizontal alignment for multiline text.Can be: 'left', 'center' or 'right'.Does not affect single lines of text. For that please see setTextBounds. Source code: gameobjects/Text.js (Line 1870)

Text#addStrokeColor()

addStrokeColor(color, position) → {Phaser.Text} Set specific stroke colors for certain characters within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000 or rgb(255,0,0) and a position.The position value is the index of the character in the Text string to start applying this color to.Once set the color remains in use until either another color or the end of the string is encountered.For example if the Text was Photon Storm and you did Text.addColor('#

Text#addFontWeight()

addFontWeight(style, position) → {Phaser.Text} Set specific font weights for certain characters within the Text. It works by taking a font weight value, which is a typical string such as normal, bold, bolder, etc.The position value is the index of the character in the Text string to start applying this font weight to.Once set the font weight remains in use until either another font weight or the end of the string is encountered.For example if the Text was Photon Storm and you did Text.addFont

Text#addFontStyle()

addFontStyle(style, position) → {Phaser.Text} Set specific font styles for certain characters within the Text. It works by taking a font style value, which is a typical string such as normal, italic or oblique.The position value is the index of the character in the Text string to start applying this font style to.Once set the font style remains in use until either another font style or the end of the string is encountered.For example if the Text was Photon Storm and you did Text.addFontStyle(