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

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

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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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)

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

removeChildAt(index) → {DisplayObject}

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

animations : Phaser.AnimationManager

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

input : Phaser.InputHandler | null The

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