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

events : Phaser.Events All Phaser Game Objects

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

cropRect : Phaser.Rectangle The Rectangle used

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

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

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

fontStyle : string The style of the font: 'normal', 'italic', 'oblique' Source

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