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

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

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

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

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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

autoUpperCase : boolean Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters

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

text : string Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is

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