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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

parseList(list) → {Phaser.Text}

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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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