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

resize(width, height, updateBase) Resizes the RenderTexture. Parameters

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

anchor : Phaser.Point The anchor value of this BitmapText

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

[readonly] textWidth : number The width in pixels of the overall text area, taking into consideration

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

isTiling : boolean Is this a tiling texture? As used by the likes of a TilingSprite.

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

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

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RetroFont.ALIGN_CENTER
  • References/Game Development/Phaser/Text/RetroFont

[static] ALIGN_CENTER : string Align each line of multi-line text in the center.

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

setText(text) The text to be displayed by this BitmapText object. It's faster to use BitmapText.text = string, but

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

[readonly] physicsType : number The const physics body type of this object.

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

addColor(color, position) → {Phaser.Text}

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