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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

fontStyles :array An array of the font styles values as specified by

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

addFontStyle(style, position) → {Phaser.Text}

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

[readonly] previousPosition : Phaser.Point

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