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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

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

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RetroFont.TEXT_SET2
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET2 : string Text Set 2 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEF

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

[readonly] children : Array.<Displa

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

postUpdate() Automatically called by World.preUpdate. Source code:

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

body : Phaser.Physics.Arcade.Body |

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

smoothed : boolean Sets if the stamp is smoothed or not. Source code:

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

fixedWidth : number If you need this RetroFont image to have a fixed width you can set the width in this value.If text is

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

padding : Phaser.Point Specify a padding value which

2025-01-10 15:47:30
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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