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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

scaleMax : Phaser.Point The maximum scale this Game

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

wordWrapWidth : number The width at which text will wrap. Source code:

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