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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

text : string The text to be displayed by this BitmapText object. Source

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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RetroFont.TEXT_SET10
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET10 : string Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ

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

render(displayObject, matrix, clear) This function will draw the display

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

characterHeight : number The height of each character in the font set. Source

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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