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

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

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

setTextBounds(x, y, width, height)

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

padding : Phaser.Point Specify a padding value which

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

trim :Rectangle The texture trim data. Inherited From

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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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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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