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

key : string | Phaser.RenderTexture |

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

tint : number The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)

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

boundsAlignV : string Vertical alignment of the text within the textBounds. Can be: 'top', 'middle' or 'bottom'.

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

lineSpacing : number Additional spacing (in pixels) between each line of text if multi-line.

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

colors :array An array of the color values as specified by

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

setText(text, immediate) → {

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

alignIn(container, position, offsetX, offsetY)

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

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

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