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

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

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

[readonly] type : number The const type of this object.

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

game : Phaser.Game A reference to the currently running Game

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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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