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

addFontWeight(style, position) → {Phaser.Text}

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

setText(content, multiLine, characterSpacing, lineSpacing,

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

[readonly] stamp : Phaser.Image

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

clearFontValues() → {Phaser.Text}

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

key : string | Phaser.RenderTexture |

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

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

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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