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

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it

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

[readonly] children : Array.<Displa

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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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

setText(text, immediate) → {

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

play(name, frameRate, loop, killOnComplete) → {

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

events : Phaser.Events All Phaser Game Objects

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