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

fontSize : number The size of the font in pixels. Source code:

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

key : string | Phaser.RenderTexture |

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

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

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

world : Phaser.Point The world coordinates of this

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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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