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

anchor : Phaser.Point The anchor value of this BitmapText

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

maxWidth : number The maximum display width of this BitmapText in pixels. If BitmapText.text is longer than maxWidth then

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

[readonly] offsetY : number If the font set doesn't start at the top left of the given image

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

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

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

fontWeights :array An array of the font weights values as specified by

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