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

autoRound : boolean Should the linePositionX and Y values be automatically rounded before rendering the Text?You may wish

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

strokeColors :array An array of the stroke color values as specified by

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

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

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

strokeThickness : number A number that represents the thickness of the stroke. Default is 0 (no stroke)

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

[readonly] previousPosition : Phaser.Point

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