BitmapText#tint

tint : number The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF) Source code: gameobjects/BitmapText.js (Line 557)

BitmapText#text

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

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#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#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#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#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#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#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

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)