Text#context
  • References/Game Development/Phaser/Text/Text

context :HTMLCanvasElement The context of the canvas element that the text is rendered to.

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RetroFont#autoUpperCase
  • References/Game Development/Phaser/Text/RetroFont

autoUpperCase : boolean Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters

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RetroFont#characterHeight
  • References/Game Development/Phaser/Text/RetroFont

characterHeight : number The height of each character in the font set. Source

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RetroFont#width
  • References/Game Development/Phaser/Text/RetroFont

width : number The with of the render texture Inherited From

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RetroFont#characterWidth
  • References/Game Development/Phaser/Text/RetroFont

characterWidth : number The width of each character in the font set. Source

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RetroFont.TEXT_SET9
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET9 : string Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'"?!

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RetroFont#fontSet
  • References/Game Development/Phaser/Text/RetroFont

fontSet :Image A reference to the image stored in the Game.Cache that contains the font.

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Text#fresh
  • References/Game Development/Phaser/Text/Text

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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RetroFont#requiresReTint
  • References/Game Development/Phaser/Text/RetroFont

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture.

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Text#autoRound
  • References/Game Development/Phaser/Text/Text

autoRound : boolean Should the linePositionX and Y values be automatically rounded before rendering the Text?You may wish

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