Text#sendToBack()
  • References/Game Development/Phaser/Text/Text

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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Text#setChildIndex()
  • References/Game Development/Phaser/Text/Text

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

[readonly] children : Array.<Displa

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

frameData : Phaser.FrameData The FrameData

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Text#addFontStyle()
  • References/Game Development/Phaser/Text/Text

addFontStyle(style, position) → {Phaser.Text}

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RetroFont.TEXT_SET10
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET10 : string Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ

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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#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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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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