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

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

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

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

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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