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

key : string | Phaser.RenderTexture |

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

lineSpacing : number Additional spacing (in pixels) between each line of text if multi-line.

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

colors :array An array of the color values as specified by

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

[readonly] children : Array.<Displa

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

[readonly] physicsType : number The const physics body type of this object.

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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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