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

parseList(list) → {Phaser.Text}

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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

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

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

width : number The with of the render texture Inherited From

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

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.

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