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

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

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

setFrame(frame) Specifies the region of the baseTexture that this texture will use. Parameters

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

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

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

[readonly] previousPosition : Phaser.Point

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

noFrame : boolean Does this Texture have any frame data assigned to it? Inherited

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

game : Phaser.Game A reference to the currently running Game

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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