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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

addChildAt(child, index) → {DisplayObject}

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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

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

align : string Alignment for multi-line text ('left', 'center' or 'right'), does not affect single lines of text.

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

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

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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