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

alignTo(parent, position, offsetX, offsetY) → {Object}

2025-01-10 15:47:30
BitmapText#alignIn()
  • References/Game Development/Phaser/Text/BitmapText

alignIn(container, position, offsetX, offsetY)

2025-01-10 15:47:30
BitmapText#addChildAt()
  • References/Game Development/Phaser/Text/BitmapText

addChildAt(child, index) → {DisplayObject}

2025-01-10 15:47:30
BitmapText#fresh
  • References/Game Development/Phaser/Text/BitmapText

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

2025-01-10 15:47:30
BitmapText#animations
  • References/Game Development/Phaser/Text/BitmapText

animations : Phaser.AnimationManager

2025-01-10 15:47:30
BitmapText#autoCull
  • References/Game Development/Phaser/Text/BitmapText

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

2025-01-10 15:47:30
BitmapText#centerY
  • References/Game Development/Phaser/Text/BitmapText

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

2025-01-10 15:47:30
BitmapText#renderOrderID
  • References/Game Development/Phaser/Text/BitmapText

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

2025-01-10 15:47:30
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.

2025-01-10 15:47:30
BitmapText#getBounds()
  • References/Game Development/Phaser/Text/BitmapText

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

2025-01-10 15:47:30