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

fontStyles :array An array of the font styles values as specified by

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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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

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

context :HTMLCanvasElement The context of the canvas element that the text is rendered to.

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

parseList(list) → {Phaser.Text}

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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