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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

game : Phaser.Game A reference to the currently running Game

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

[readonly] textBounds : Phaser.Rectangle

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

transformCallbackContext : Object The context under which transformCallback is called.

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

setStyle(style, update) → {

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

wordWrapWidth : number The width at which text will wrap. Source code:

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

cropRect : Phaser.Rectangle The Rectangle used

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

shadowOffsetX : number The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.

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

height : number The height of the Text. Setting this will modify the scale to achieve the value requested.

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