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

parseList(list) → {Phaser.Text}

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

animations : Phaser.AnimationManager

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

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

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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RetroFont.TEXT_SET3
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET3 : string Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

fontSet :Image A reference to the image stored in the Game.Cache that contains the font.

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