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

alignIn(container, position, offsetX, offsetY)

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

setTextBounds(x, y, width, height)

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

addChild(child) → {DisplayObject}

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

addChildAt(child, index) → {DisplayObject}

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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RetroFont#buildRetroFontText()
  • References/Game Development/Phaser/Text/RetroFont

buildRetroFontText() Updates the texture with the new text. Source code:

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

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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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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