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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

dirty : boolean The dirty state of this object. Source code:

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

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

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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#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_SET6
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET6 : string Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789"(),-.'

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

[readonly] children : Array.<Displa

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

font : string The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.

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