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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

tabs : integer | array The size (in pixels) of the tabs, for when text includes tab characters. 0 disables.Can be an integer

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

texture : PIXI.Texture The texture that 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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