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

cameraOffset : Phaser.Point The x/y coordinate offset

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

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

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

alignIn(container, position, offsetX, offsetY)

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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