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

addChild(child) → {DisplayObject}

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

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

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

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

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

addChildAt(child, index) → {DisplayObject}

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

alignIn(container, position, offsetX, 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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