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

width : number The width of the Text. Setting this will modify the scale to achieve the value requested.

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

useAdvancedWrap : boolean Will this Text object use Basic or Advanced Word Wrapping? Advanced wrapping breaks long words

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

removeChild(child) → {DisplayObject}

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

events : Phaser.Events All Phaser Game Objects

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

transformCallbackContext : Object The context under which transformCallback is called.

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

[readonly] offsetY : number If the font set doesn't start at the top left of the given image

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

getChildAt(index) → {DisplayObject}

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

removeChild(child) → {DisplayObject}

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