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

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

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

setStyle(style, update) → {

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

cropRect : Phaser.Rectangle The Rectangle used

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

clearColors() → {Phaser.Text}

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

precalculateWordWrap(text) → {array} Runs the given text through the Text.runWordWrap function and

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

addColor(color, position) → {Phaser.Text}

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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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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