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

addChildAt(child, index) → {DisplayObject}

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

animations : Phaser.AnimationManager

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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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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