BitmapText#top
  • References/Game Development/Phaser/Text/BitmapText

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

[readonly] previousPosition : Phaser.Point

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

fontStyles :array An array of the font styles values as specified by

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

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

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

frameData : Phaser.FrameData The FrameData

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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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