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

characterSpacingY : number If the characters in the font set have vertical spacing between them set the required amount here.

2025-01-10 15:47:30
Text#textBounds
  • References/Game Development/Phaser/Text/Text

[readonly] textBounds : Phaser.Rectangle

2025-01-10 15:47:30
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.

2025-01-10 15:47:30
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

2025-01-10 15:47:30
BitmapText#cleanText()
  • References/Game Development/Phaser/Text/BitmapText

cleanText(text, replace) → {string} Given a text string this will

2025-01-10 15:47:30
Text#deltaY
  • References/Game Development/Phaser/Text/Text

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

2025-01-10 15:47:30
Text#bottom
  • References/Game Development/Phaser/Text/Text

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

2025-01-10 15:47:30
Text#cameraOffset
  • References/Game Development/Phaser/Text/Text

cameraOffset : Phaser.Point The x/y coordinate offset

2025-01-10 15:47:30
BitmapText#previousPosition
  • References/Game Development/Phaser/Text/BitmapText

[readonly] previousPosition : Phaser.Point

2025-01-10 15:47:30
RetroFont#renderXY()
  • References/Game Development/Phaser/Text/RetroFont

renderXY(displayObject, x, y, clear) This function will draw the display object to the RenderTexture at

2025-01-10 15:47:30