RetroFont#text
  • References/Game Development/Phaser/Text/RetroFont

text : string Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is

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RetroFont#render()
  • References/Game Development/Phaser/Text/RetroFont

render(displayObject, matrix, clear) This function will draw the display

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RetroFont#autoUpperCase
  • References/Game Development/Phaser/Text/RetroFont

autoUpperCase : boolean Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters

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RetroFont#characterHeight
  • References/Game Development/Phaser/Text/RetroFont

characterHeight : number The height of each character in the font set. Source

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RetroFont#width
  • References/Game Development/Phaser/Text/RetroFont

width : number The with of the render texture Inherited From

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RetroFont#characterWidth
  • References/Game Development/Phaser/Text/RetroFont

characterWidth : number The width of each character in the font set. Source

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RetroFont.TEXT_SET9
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET9 : string Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'"?!

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RetroFont#fontSet
  • References/Game Development/Phaser/Text/RetroFont

fontSet :Image A reference to the image stored in the Game.Cache that contains the font.

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RetroFont#requiresReTint
  • References/Game Development/Phaser/Text/RetroFont

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture.

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RetroFont.ALIGN_LEFT
  • References/Game Development/Phaser/Text/RetroFont

[static] ALIGN_LEFT : string Align each line of multi-line text to the left.

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