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

new RetroFont(game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing

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

align : string Controls the horizontal alignment for multiline text.Can be: 'left', 'center' or 'right'.Does not affect

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

body : Phaser.Physics.Arcade.Body |

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

characterSpacingX : number If the characters in the font set have horizontal spacing between them set the required amount here

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

scaleMin : Phaser.Point The minimum scale this Game

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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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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