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

removeChild(child) → {DisplayObject}

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

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

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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RetroFont#getLongestLine()
  • References/Game Development/Phaser/Text/RetroFont

getLongestLine() → {number} Works out the longest line of text in _text and returns its length

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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RetroFont#getCanvas()
  • References/Game Development/Phaser/Text/RetroFont

getCanvas() → {HTMLCanvasElement} Creates a Canvas element, renders this RenderTexture to it and

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