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

addChildAt(child, index) → {DisplayObject}

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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#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

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

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.

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

new BitmapText(game, x, y, font, text, size, align)

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

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

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

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

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