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

customSpacingX : number Adds horizontal spacing between each character of the font, in pixels.

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

[readonly] type : number The const type of this object.

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

align : string Alignment for multi-line text ('left', 'center' or 'right'), does not affect single lines of text.

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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