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

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

2025-01-10 15:47:30
Text#inCamera
  • References/Game Development/Phaser/Text/Text

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Text#smoothed
  • References/Game Development/Phaser/Text/Text

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

2025-01-10 15:47:30
Text#strokeColors
  • References/Game Development/Phaser/Text/Text

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

2025-01-10 15:47:30
Text#destroyPhase
  • References/Game Development/Phaser/Text/Text

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

2025-01-10 15:47:30
Text#Text
  • References/Game Development/Phaser/Text/Text

new Text(game, x, y, text, style) Create a new game object for displaying Text. This uses a local

2025-01-10 15:47:30
Text#previousPosition
  • References/Game Development/Phaser/Text/Text

[readonly] previousPosition : Phaser.Point

2025-01-10 15:47:30
Text#animations
  • References/Game Development/Phaser/Text/Text

animations : Phaser.AnimationManager

2025-01-10 15:47:30
Text#strokeThickness
  • References/Game Development/Phaser/Text/Text

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

2025-01-10 15:47:30