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

shadowOffsetX : number The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

purgeGlyphs() → {integer} If a BitmapText changes from having a large number of characters to having

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

[readonly] physicsType : number The const physics body type of this object.

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

world : Phaser.Point The world coordinates of this

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

addChild(child) → {DisplayObject}

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