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

input : Phaser.InputHandler | null The

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

animations : Phaser.AnimationManager

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

renderer : PIXI.CanvasRenderer |

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

input : Phaser.InputHandler | null The

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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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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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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#renderRawXY()
  • References/Game Development/Phaser/Text/RetroFont

renderRawXY(displayObject, x, y, clear) This function will draw the display object to the RenderTexture

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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