Text#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

Text#outOfCameraBoundsKill

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds. Inherited From Phaser.Component.InWorld#outOfCameraBoundsKill Source code: gameobjects/components/InWorld.js (Line 115)

Text#outOfBoundsKill

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill method is called as soon as inWorld returns false. Inherited From Phaser.Component.InWorld#outOfBoundsKill Source code: gameobjects/components/InWorld.js (Line 106)

Text#offsetY

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate.This is the same as height * anchor.y.It will only be > 0 if anchor.y is not equal to zero. Inherited From Phaser.Component.Bounds#offsetY Source code: gameobjects/components/Bounds.js (Line 42)

Text#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

Text#name

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant as a game level property. Inherited From Phaser.Component.Core#name Source code: gameobjects/components/Core.js (Line 150)

Text#moveUp()

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list.This call has no effect if the Game Object is already at the top of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#moveUp Source code: game

Text#moveDown()

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list.This call has no effect if the Game Object is already at the bottom of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#moveDown Source

Text#maxHealth

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensurethe health value never exceeds the maximum. Inherited From Phaser.Component.Health#maxHealth Default Value 100 Source code: gameobjects/components/Health.js (Line 35)

Text#loadTexture()

loadTexture(key, frame, stopAnimation) Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache. If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the frame or frameName properties instead. You should only use loadTexture if you want to replace the base texture entirely. Calling this method causes a WebGL texture update, so use sparingly or in low-intensi