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

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture.

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

parseList(list) → {Phaser.Text}

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

characterPerRow : number The number of characters per row in the font set. Source

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

autoRound : boolean Should the linePositionX and Y values be automatically rounded before rendering the Text?You may wish

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

[readonly] children : Array.<Displa

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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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

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

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

frameData : Phaser.FrameData The FrameData

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