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

removeChildAt(index) → {DisplayObject}

2025-01-10 15:47:30
BitmapText#body
  • References/Game Development/Phaser/Text/BitmapText

body : Phaser.Physics.Arcade.Body |

2025-01-10 15:47:30
Text#fontVariant
  • References/Game Development/Phaser/Text/Text

fontVariant : string The variant the font: 'normal', 'small-caps' Source

2025-01-10 15:47:30
Text#fontWeight
  • References/Game Development/Phaser/Text/Text

fontWeight : string The weight of the font: 'normal', 'bold', or

2025-01-10 15:47:30
Text#shadowColor
  • References/Game Development/Phaser/Text/Text

shadowColor : string The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.

2025-01-10 15:47:30
Text#top
  • References/Game Development/Phaser/Text/Text

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

2025-01-10 15:47:30
BitmapText#fresh
  • References/Game Development/Phaser/Text/BitmapText

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

2025-01-10 15:47:30
Text#shadowStroke
  • References/Game Development/Phaser/Text/Text

shadowStroke : boolean Sets if the drop shadow is applied to the Text stroke. Source

2025-01-10 15:47:30
Text#tintedTexture
  • References/Game Development/Phaser/Text/Text

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

2025-01-10 15:47:30
Text#canvas
  • References/Game Development/Phaser/Text/Text

canvas :HTMLCanvasElement The canvas element that the text is rendered. Source

2025-01-10 15:47:30