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

purgeGlyphs() → {integer} If a BitmapText changes from having a large number of characters to having

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

[readonly] previousPosition : Phaser.Point

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

preUpdate() → {boolean} Automatically called by World.preUpdate. Returns

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

removeChild(child) → {DisplayObject}

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

cleanText(text, replace) → {string} Given a text string this will

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

maxWidth : number The maximum display width of this BitmapText in pixels. If BitmapText.text is longer than maxWidth then

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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