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

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

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

input : Phaser.InputHandler | null The

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

pasteLine(line, x, y, customSpacingX) Internal function that takes a single line of text (2nd parameter) and pastes it into the BitmapData

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

body : Phaser.Physics.Arcade.Body |

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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