cleanText(text, replace) → {string} Given a text string this will
setText(text) The text to be displayed by this BitmapText object. It's faster to use BitmapText.text = string, but
maxWidth : number The maximum display width of this BitmapText in pixels. If BitmapText.text is longer than maxWidth then
anchor : Phaser.Point The anchor value of this BitmapText
getChildAt(index) → {DisplayObject}
name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant
setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters
right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.
key : string | Phaser.RenderTexture |
inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a
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