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

alignIn(container, position, offsetX, offsetY)

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

setTextBounds(x, y, width, height)

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

addChildAt(child, index) → {DisplayObject}

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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

padding : Phaser.Point Specify a padding value which

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

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

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

setText(text, immediate) → {

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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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