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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

events : Phaser.Events All Phaser Game Objects

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

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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

useAdvancedWrap : boolean Will this Text object use Basic or Advanced Word Wrapping? Advanced wrapping breaks long words

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

cameraOffset : Phaser.Point The x/y coordinate offset

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