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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

animations : Phaser.AnimationManager

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

parseList(list) → {Phaser.Text}

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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