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

[readonly] physicsType : number The const physics body type of this object.

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

getChildAt(index) → {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#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#textWidth
  • References/Game Development/Phaser/Text/BitmapText

[readonly] textWidth : number The width in pixels of the overall text area, taking into consideration

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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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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