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

setTextBounds(x, y, width, height)

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

[readonly] children : Array.<Displa

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

setText(text, immediate) → {

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

play(name, frameRate, loop, killOnComplete) → {

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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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