BitmapText#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

BitmapText#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

BitmapText#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)

BitmapData.getTransform()

<static> getTransform(translateX, translateY, scaleX, scaleY, skewX, skewY) → {object} Gets a JavaScript object that has 6 properties set that are used by BitmapData in a transform. Parameters Name Type Description translateX number The x translate value. translateY number The y translate value. scaleX number The scale x value. scaleY number The scale y value. skewX number The skew x value. skewY number The skew y value. Returns object - A JavaScript object containin

BitmapData#width

width : number The width of the BitmapData in pixels. Source code: gameobjects/BitmapData.js (Line 43)

BitmapData#update()

update(x, y, width, height) → {Phaser.BitmapData} This re-creates the BitmapData.imageData from the current context.It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.If not given the dimensions defaults to the full size of the context. Warning: This is a very expensive operation, so use it sparingly. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the top-left of the image data area to grab

BitmapData#textureLine()

textureLine(line, image, repeat) → {Phaser.BitmapData} Takes the given Line object and image and renders it to this BitmapData as a repeating texture line. Parameters Name Type Argument Default Description line Phaser.Line A Phaser.Line object that will be used to plot the start and end of the line. image string | Image The key of an image in the Phaser.Cache to use as the texture for this line, or an actual Image. repeat string <optional> 'repeat-x' The pattern repeat

BitmapData#type

type : number The const type of this object. Source code: gameobjects/BitmapData.js (Line 149)

BitmapData#textureFrame

textureFrame : Phaser.Frame The Frame this BitmapData uses for rendering. Source code: gameobjects/BitmapData.js (Line 141)

BitmapData#texture

texture : PIXI.Texture The PIXI.Texture. Source code: gameobjects/BitmapData.js (Line 130)