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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

destroy(destroyChildren) Destroy this Text object, removing it from the group it belongs to.

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

stroke : string A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.

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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)

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

addChildAt(child, index) → {DisplayObject}

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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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

customSpacingX : number Adds horizontal spacing between each character of the font, in pixels.

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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.

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

alignIn(container, position, offsetX, offsetY)

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