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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

input : Phaser.InputHandler | null The

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

width : number The width of the Text. Setting this will modify the scale to achieve the value requested.

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

useAdvancedWrap : boolean Will this Text object use Basic or Advanced Word Wrapping? Advanced wrapping breaks long words

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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