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

fontWeights :array An array of the font weights values as specified by

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

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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

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

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

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

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

shadowBlur : number The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up

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

addFontWeight(style, position) → {Phaser.Text}

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

world : Phaser.Point The world coordinates of this

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