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

characterSpacingY : number If the characters in the font set have vertical spacing between them set the required amount here.

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

[readonly] textBounds : Phaser.Rectangle

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

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

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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