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

[readonly] textHeight : number The height in pixels of the overall text area, taking into

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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

removeChildAt(index) → {DisplayObject}

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

getChildAt(index) → {DisplayObject}

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

shadowFill : boolean Sets if the drop shadow is applied to the Text fill. Source

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

input : Phaser.InputHandler | null The

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