BitmapText#textWidth

[readonly] textWidth : number The width in pixels of the overall text area, taking into consideration multi-line text. Source code: gameobjects/BitmapText.js (Line 81)

BitmapText#textHeight

[readonly] textHeight : number The height in pixels of the overall text area, taking into consideration multi-line text. Source code: gameobjects/BitmapText.js (Line 87)

BitmapText#text

text : string The text to be displayed by this BitmapText object. Source code: gameobjects/BitmapText.js (Line 626)

BitmapText#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

BitmapText#smoothed

smoothed : boolean Enable or disable texture smoothing for this BitmapText. The smoothing is applied to the BaseTexture of this font, which all letters of the text reference. Smoothing is enabled by default. Source code: gameobjects/BitmapText.js (Line 681)

BitmapText#setText()

setText(text) The text to be displayed by this BitmapText object. It's faster to use BitmapText.text = string, but this is kept for backwards compatibility. Parameters Name Type Description text string The text to be displayed by this BitmapText object. Source code: gameobjects/BitmapText.js (Line 217)

BitmapText#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child DisplayObject The child DisplayObject instance for which you want to change the index number index Number The resulting index number for the child display object Inherited From PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)

BitmapText#right

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX. Inherited From Phaser.Component.Bounds#right Source code: gameobjects/components/Bounds.js (Line 124)

BitmapText#revive()

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. A resurrected Game Object has its alive, exists and visible properties all set to true. It will dispatch the onRevived event. Listen to events.onRevived for the signal. Parameters Name Type Argument Default Description health number <optional> 100 The health to give the Game Object. Only set if the GameObject has the Health component. Returns PI

BitmapText#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number