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

height : number The height of the render texture Inherited From

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

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

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

removeChildAt(index) → {DisplayObject}

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

shader : PIXI.AbstractFilter The

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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