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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

shadowOffsetX : number The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

purgeGlyphs() → {integer} If a BitmapText changes from having a large number of characters to having

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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