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

new BitmapText(game, x, y, font, text, size, align)

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

body : Phaser.Physics.Arcade.Body |

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

boundsAlignV : string Vertical alignment of the text within the textBounds. Can be: 'top', 'middle' or 'bottom'.

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RetroFont.TEXT_SET2
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET2 : string Text Set 2 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEF

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

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it

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

trim :Rectangle The texture trim data. Inherited From

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

colors :array An array of the color values as specified by

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BitmapText#postUpdate()
  • References/Game Development/Phaser/Text/BitmapText

postUpdate() Automatically called by World.preUpdate. Source code:

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

shadowOffsetY : number The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.

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