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

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

2025-01-10 15:47:30
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

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

strokeColors :array An array of the stroke color values as specified by

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

smoothed : boolean Enable or disable texture smoothing for this BitmapText. The smoothing is applied to the BaseTexture

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

new Text(game, x, y, text, style) Create a new game object for displaying Text. This uses a local

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

[readonly] previousPosition : Phaser.Point

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

boundsAlignH : string Horizontal alignment of the text within the textBounds. Can be: 'left', 'center' or 'right'

2025-01-10 15:47:30