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

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

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

[readonly] previousPosition : Phaser.Point

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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

anchor : Phaser.Point The anchor value of this BitmapText

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

world : Phaser.Point The world coordinates of this

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