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

alignIn(container, position, offsetX, offsetY)

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

renderer : PIXI.CanvasRenderer |

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

animations : Phaser.AnimationManager

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

resolution : integer The resolution of the canvas the text is rendered to.This defaults to match the resolution of the renderer

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RetroFont#getBase64()
  • References/Game Development/Phaser/Text/RetroFont

getBase64() → {String} Will return a base64 encoded string of this texture. It works by calling

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

game : Phaser.Game A reference to the currently running Game

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

height : number The height of the render texture Inherited From

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