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

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

2025-01-10 15:47:30
RetroFont.ALIGN_LEFT
  • References/Game Development/Phaser/Text/RetroFont

[static] ALIGN_LEFT : string Align each line of multi-line text to the left.

2025-01-10 15:47:30
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'

2025-01-10 15:47:30
Text#strokeThickness
  • References/Game Development/Phaser/Text/Text

strokeThickness : number A number that represents the thickness of the stroke. Default is 0 (no stroke)

2025-01-10 15:47:30
BitmapText#dirty
  • References/Game Development/Phaser/Text/BitmapText

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

2025-01-10 15:47:30
BitmapText#z
  • References/Game Development/Phaser/Text/BitmapText

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

2025-01-10 15:47:30
BitmapText#top
  • References/Game Development/Phaser/Text/BitmapText

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

2025-01-10 15:47:30
RetroFont#characterPerRow
  • References/Game Development/Phaser/Text/RetroFont

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

2025-01-10 15:47:30
RetroFont#updateOffset()
  • References/Game Development/Phaser/Text/RetroFont

updateOffset(xOffset, yOffset) Updates the x and/or y offset that the font

2025-01-10 15:47:30
Text#contains()
  • References/Game Development/Phaser/Text/Text

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

2025-01-10 15:47:30