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

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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

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

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

key : string The key of the RenderTexture in the Cache, if stored there. Inherited

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

getCanvas() → {HTMLCanvasElement} Creates a Canvas element, renders this RenderTexture to it and

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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