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

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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

scaleMin : Phaser.Point The minimum scale this Game

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

shadowOffsetX : number The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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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#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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