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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

destroy(destroyChildren) Destroy this Text object, removing it from the group it belongs to.

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

scaleMin : Phaser.Point The minimum scale this Game

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

cssFont : string Change the font used. This is equivalent of the font property specified to

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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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

align : string Controls the horizontal alignment for multiline text.Can be: 'left', 'center' or 'right'.Does not affect

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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#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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