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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

smoothed : boolean Enable or disable texture smoothing for this BitmapText. The smoothing is applied to the BaseTexture

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

events : Phaser.Events All Phaser Game Objects

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