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

input : Phaser.InputHandler | null The

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

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

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

cssFont : string Change the font used. This is equivalent of the font property specified to

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

shader : PIXI.AbstractFilter The

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

scaleMin : Phaser.Point The minimum scale this Game

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