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

key : string | Phaser.RenderTexture |

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

getBounds(matrix) → {Phaser.Rectangle}

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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

boundsAlignH : string Horizontal alignment of the text within the textBounds. Can be: 'left', 'center' or 'right'

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

[readonly] children : Array.<Displa

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

body : Phaser.Physics.Arcade.Body |

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

padding : Phaser.Point Specify a padding value which

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

addChildAt(child, index) → {DisplayObject}

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