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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

events : Phaser.Events All Phaser Game Objects

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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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RetroFont.TEXT_SET5
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET5 : string Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789

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

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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