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

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

setStyle(style, update) → {

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x 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#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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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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