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

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

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

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

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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