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

type : number The const type of this object. Source code:

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

setShadow(x, y, color, blur, shadowStroke

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RetroFont.TEXT_SET4
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET4 : string Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789

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

type : number Base Phaser object type. Source code:

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

[static] ALIGN_RIGHT : string Align each line of multi-line text to the right.

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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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

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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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