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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

parseList(list) → {Phaser.Text}

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

[readonly] previousPosition : Phaser.Point

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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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