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

events : Phaser.Events All Phaser Game Objects

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

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

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

[readonly] textHeight : number The height in pixels of the overall text area, taking into

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