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

shadowStroke : boolean Sets if the drop shadow is applied to the Text stroke. Source

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

canvas :HTMLCanvasElement The canvas element that the text is rendered. Source

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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

removeChildAt(index) → {DisplayObject}

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

getChildAt(index) → {DisplayObject}

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

shadowFill : boolean Sets if the drop shadow is applied to the Text fill. Source

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

input : Phaser.InputHandler | null The

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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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