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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

[readonly] previousPosition : Phaser.Point

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

new Text(game, x, y, text, style) Create a new game object for displaying Text. This uses a local

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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#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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