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

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

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

cleanText(text, replace) → {string} Given a text string this will

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

cropRect : Phaser.Rectangle The Rectangle used

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

shadowOffsetX : number The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.

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

height : number The height of the Text. Setting this will modify the scale to achieve the value requested.

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

precalculateWordWrap(text) → {array} Runs the given text through the Text.runWordWrap function and

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