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

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

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

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

events : Phaser.Events All Phaser Game Objects

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