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

removeChildAt(index) → {DisplayObject}

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

input : Phaser.InputHandler | null The

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

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

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

removeChild(child) → {DisplayObject}

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