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

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

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

setShadow(x, y, color, blur, shadowStroke

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

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

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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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