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

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

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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

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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