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

getChildAt(index) → {DisplayObject}

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

addColor(color, position) → {Phaser.Text}

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

key : string The key of the RenderTexture in the Cache, if stored there. Inherited

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

useAdvancedWrap : boolean Will this Text object use Basic or Advanced Word Wrapping? Advanced wrapping breaks long words

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

noFrame : boolean Does this Texture have any frame data assigned to it? Inherited

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

shadowBlur : number The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up

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

valid : boolean Inherited From

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