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

wordWrap : boolean Indicates if word wrap should be used. Source code:

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

font : string Change the font family that the text will be rendered in, such as 'Arial'. Multiple CSS font families and

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

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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

addChild(child) → {DisplayObject}

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

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

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

align : string Alignment of the text when multiLine = true or a fixedWidth is set. Set to RetroFont.ALIGN_LEFT (default), RetroFont

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

type : number Base Phaser object type. Source code:

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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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