RetroFont#setFixedWidth()
  • References/Game Development/Phaser/Text/RetroFont

setFixedWidth(width, lineAlignment) If you need this RetroFont to have a fixed width and custom alignment

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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

tabs : integer | array The size (in pixels) of the tabs, for when text includes tab characters. 0 disables.Can be an integer

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

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

2025-01-10 15:47:30
Text#fontWeights
  • References/Game Development/Phaser/Text/Text

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

2025-01-10 15:47:30
Text#fill
  • References/Game Development/Phaser/Text/Text

fill : Object A canvas fillstyle that will be used on the text eg 'red', '#00FF00'. Source

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

2025-01-10 15:47:30
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#updateShadow()
  • References/Game Development/Phaser/Text/Text

updateShadow(state) Sets the Shadow on the Text.context based on the Style settings, or disables it if not enabled.This is called

2025-01-10 15:47:30