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

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

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

body : Phaser.Physics.Arcade.Body |

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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RetroFont.TEXT_SET11
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET11 : string Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,"-+!?()':;0123456789

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

play(name, frameRate, loop, killOnComplete) → {

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it

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

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

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