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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

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

addChild(child) → {DisplayObject}

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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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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#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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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#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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