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

wordWrap : boolean Indicates if word wrap should be used. Source code:

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

world : Phaser.Point The world coordinates of this

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

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

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

clearFontValues() → {Phaser.Text}

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