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

addChildAt(child, index) → {DisplayObject}

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

getBounds(matrix) → {Phaser.Rectangle}

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

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

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

fontVariant : string The variant the font: 'normal', 'small-caps' Source

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

fontWeight : string The weight of the font: 'normal', 'bold', or

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

shadowColor : string The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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