BitmapText#renderOrderID

[readonly] renderOrderID : number The render order ID is used internally by the renderer and Input Manager and should not be modified.This property is mostly used internally by the renderers, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#renderOrderID Source code: gameobjects/components/Core.js (Line 240)

BitmapText#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)

BitmapText#removeChildAt()

removeChildAt(index) → {DisplayObject} Removes a child from the specified index position. Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 191)

BitmapText#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

BitmapText#purgeGlyphs()

purgeGlyphs() → {integer} If a BitmapText changes from having a large number of characters to having very few characters it will cause lots ofSprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list theystill take up memory while sat in the glyphs pool waiting to be re-used in the future. If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the poolby calling this method. Calling this doesn't p

BitmapText#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

BitmapText#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

BitmapText#preUpdate()

preUpdate() → {boolean} Automatically called by World.preUpdate. Returns boolean - True if the BitmapText was rendered, otherwise false. Source code: gameobjects/BitmapText.js (Line 187)

BitmapText#postUpdate()

postUpdate() Automatically called by World.preUpdate. Source code: gameobjects/BitmapText.js (Line 198)

BitmapText#physicsType

[readonly] physicsType : number The const physics body type of this object. Source code: gameobjects/BitmapText.js (Line 75)