Text#context
  • References/Game Development/Phaser/Text/Text

context :HTMLCanvasElement The context of the canvas element that the text is rendered to.

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Text#fresh
  • References/Game Development/Phaser/Text/Text

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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Text#autoRound
  • References/Game Development/Phaser/Text/Text

autoRound : boolean Should the linePositionX and Y values be automatically rounded before rendering the Text?You may wish

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Text#strokeColors
  • References/Game Development/Phaser/Text/Text

strokeColors :array An array of the stroke color values as specified by

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

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

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Text#sendToBack()
  • References/Game Development/Phaser/Text/Text

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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Text#strokeThickness
  • References/Game Development/Phaser/Text/Text

strokeThickness : number A number that represents the thickness of the stroke. Default is 0 (no stroke)

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Text#animations
  • References/Game Development/Phaser/Text/Text

animations : Phaser.AnimationManager

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Text#previousRotation
  • References/Game Development/Phaser/Text/Text

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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Text#parseList()
  • References/Game Development/Phaser/Text/Text

parseList(list) → {Phaser.Text}

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