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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

preUpdate() → {boolean} Automatically called by World.preUpdate. Returns

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

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

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

clearColors() → {Phaser.Text}

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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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RetroFont.TEXT_SET8
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET8 : string Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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