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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

updateOffset(xOffset, yOffset) Updates the x and/or y offset that the font

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

width : number The with of the render texture Inherited From

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

fontSet :Image A reference to the image stored in the Game.Cache that contains the font.

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

autoRound : boolean Should the linePositionX and Y values be automatically rounded before rendering the Text?You may wish

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

strokeColors :array An array of the stroke color values as specified by

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

characterPerRow : number The number of characters per row in the font set. Source

2025-01-10 15:47:30