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

frame :Rectangle The framing rectangle of the render texture Inherited

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

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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

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

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

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

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

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

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

fontSize : number The size of the font in pixels. Source code:

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

world : Phaser.Point The world coordinates of this

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