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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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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#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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Text#destroy()
  • References/Game Development/Phaser/Text/Text

destroy(destroyChildren) Destroy this Text object, removing it from the group it belongs to.

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

[readonly] textHeight : number The height in pixels of the overall text area, taking into

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