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

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

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

anchor : Phaser.Point The anchor value of this BitmapText

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

setText(text) The text to be displayed by this BitmapText object. It's faster to use BitmapText.text = string, but

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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