Text#frame

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the frame set frame to the index of the new frame in the sprite sheet you wish this Game Object to use,for example: player.frame = 4. If the frame index given doesn't exist it will revert to the first frame found in the texture. If you are using a texture atlas then you should use the frameName property instead. If you wish to fully replace the texture being used see loadTextur

Text#fontWeights

fontWeights :array An array of the font weights values as specified by addFontWeight. Source code: gameobjects/Text.js (Line 111)

Text#fontWeight

fontWeight : string The weight of the font: 'normal', 'bold', or a valid CSS font weight. Source code: gameobjects/Text.js (Line 1785)

Text#fontVariant

fontVariant : string The variant the font: 'normal', 'small-caps' Source code: gameobjects/Text.js (Line 1827)

Text#fontStyles

fontStyles :array An array of the font styles values as specified by addFontStyle. Source code: gameobjects/Text.js (Line 106)

Text#fontStyle

fontStyle : string The style of the font: 'normal', 'italic', 'oblique' Source code: gameobjects/Text.js (Line 1806)

Text#fontSize

fontSize : number | string The size of the font. If the font size is specified in pixels (eg. 32 or '32px') then a number (ie. 32) representingthe font size in pixels is returned; otherwise the value with CSS unit is returned as a string (eg. '12pt'). Type number | string Source code: gameobjects/Text.js (Line 1743)

Text#font

font : string Change the font family that the text will be rendered in, such as 'Arial'. Multiple CSS font families and generic fallbacks can be specified as long asCSS font-family rules are followed. To change the entire font string use cssFont instead: eg. text.cssFont = 'bold 20pt Arial'. Source code: gameobjects/Text.js (Line 1708)

Text#fixedToCamera

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. The values are adjusted at the rendering stage, overriding the Game Objects actual world position. The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game worldthe camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all timesrega

Text#fill

fill : Object A canvas fillstyle that will be used on the text eg 'red', '#00FF00'. Source code: gameobjects/Text.js (Line 1848)