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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

text : string The text to be displayed by this BitmapText object. Source

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

[readonly] previousPosition : Phaser.Point

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

autoUpperCase : boolean Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters

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

width : number The with of the render texture Inherited From

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

multiLine : boolean If set to true all carriage-returns in text will form new lines (see align). If false the font will only contain

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

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

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