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

type : number The const type of this object. Source code:

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

fill : Object A canvas fillstyle that will be used on the text eg 'red', '#00FF00'. Source

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

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

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

updateShadow(state) Sets the Shadow on the Text.context based on the Style settings, or disables it if not enabled.This is called

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

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

fontSize : number | string The size of the font. If the font size is specified in pixels (eg. 32 or '32px')

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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

font : string Change the font family that the text will be rendered in, such as 'Arial'. Multiple CSS font families and

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

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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