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< title > Phaser Class: BitmapText< / title >
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< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
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< a href = "Phaser.BitmapData.html" > BitmapData< / a >
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< a href = "Phaser.BitmapText.html" > BitmapText< / a >
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< a href = "Phaser.Frame.html" > Frame< / a >
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< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
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< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
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< a href = "Phaser.Image.html" > Image< / a >
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< a href = "Phaser.Input.html" > Input< / a >
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< a href = "Phaser.InputHandler.html" > InputHandler< / a >
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< a href = "Phaser.Key.html" > Key< / a >
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< a href = "Phaser.Keyboard.html" > Keyboard< / a >
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< a href = "Phaser.Line.html" > Line< / a >
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< a href = "Phaser.Physics.Ninja.Body.html" > Body< / a >
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< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
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< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
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< a href = "Phaser.Physics.P2.html" > P2< / a >
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< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
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< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
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< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
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< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
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< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
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< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
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< a href = "Phaser.Plugin.html" > Plugin< / a >
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< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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< a href = "Phaser.Point.html" > Point< / a >
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< a href = "Phaser.Pointer.html" > Pointer< / a >
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< a href = "Phaser.Polygon.html" > Polygon< / a >
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< a href = "Phaser.QuadTree.html" > QuadTree< / a >
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< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
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< a href = "Phaser.Rectangle.html" > Rectangle< / a >
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< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
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< a href = "Phaser.RetroFont.html" > RetroFont< / a >
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< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
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< a href = "Phaser.Signal.html" > Signal< / a >
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< a href = "Phaser.SinglePad.html" > SinglePad< / a >
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< a href = "Phaser.Sound.html" > Sound< / a >
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< a href = "Phaser.SoundManager.html" > SoundManager< / a >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
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< li >
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
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< a href = "Phaser.Stage.html" > Stage< / a >
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< a href = "Phaser.State.html" > State< / a >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
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< a href = "Phaser.Text.html" > Text< / a >
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< li >
< a href = "Phaser.Tile.html" > Tile< / a >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
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< li >
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
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< a href = "Phaser.Time.html" > Time< / a >
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< li >
< a href = "Phaser.Timer.html" > Timer< / a >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
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< a href = "Phaser.Touch.html" > Touch< / a >
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< a href = "Phaser.Tween.html" > Tween< / a >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
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< a href = "Phaser.Utils.html" > Utils< / a >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
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< a href = "Phaser.World.html" > World< / a >
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< a href = "SignalBinding.html" > SignalBinding< / a >
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< div class = "row-fluid" >
< div class = "span8" >
< div id = "main" >
< h1 class = "page-title" > Class: BitmapText< / h1 >
< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
BitmapText
< / h2 >
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< div class = "class-description" > < p > BitmapText objects work by taking a texture file and an XML file that describes the font layout.< / p >
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< p > On Windows you can use the free app BMFont: < a href = "http://www.angelcode.com/products/bmfont/" > http://www.angelcode.com/products/bmfont/< / a >
On OS X we recommend Glyph Designer: < a href = "http://www.71squared.com/en/glyphdesigner" > http://www.71squared.com/en/glyphdesigner< / a >
For Web there is the great Littera: < a href = "http://kvazars.com/littera/" > http://kvazars.com/littera/< / a > < / p > < / div >
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< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name" id = "BitmapText" > < span class = "type-signature" > < / span > new BitmapText< span class = "signature" > (game, x, y, font, < span class = "optional" > text< / span > , < span class = "optional" > size< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Creates a new BitmapText object.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > A reference to the currently running game.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > X position of the new bitmapText object.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > Y position of the new bitmapText object.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > font< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The key of the BitmapFont as stored in Game.Cache.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > text< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
''
< / td >
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< td class = "description last" > < p > The actual text that will be rendered. Can be set later via BitmapText.text.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > size< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
32
< / td >
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< td class = "description last" > < p > The size the font will be rendered in, in pixels.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-26" > line 26< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name" id = "align" > < span class = "type-signature" > < / span > align< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > align< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-262" > line 262< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "angle" > < span class = "type-signature" > < / span > angle< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
If you wish to work in radians instead of degrees use the property Sprite.rotation instead.< / p >
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< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > angle< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > Gets or sets the angle of rotation in degrees.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-306" > line 306< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "cameraOffset" > < span class = "type-signature" > < / span > cameraOffset< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > cameraOffset< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-110" > line 110< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "events" > < span class = "type-signature" > < / span > events< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > events< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Events.html" > Phaser.Events< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-100" > line 100< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "exists" > < span class = "type-signature" > < / span > exists< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > exists< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-43" > line 43< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "fixedToCamera" > < span class = "type-signature" > < / span > fixedToCamera< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > An BitmapText that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in BitmapText.cameraOffset.
Note that the cameraOffset values are in addition to any parent in the display list.
So if this BitmapText was in a Group that has x: 200, then this will be added to the cameraOffset.x< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > fixedToCamera< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > Set to true to fix this BitmapText to the Camera at its current world coordinates.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-432" > line 432< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "font" > < span class = "type-signature" > < / span > font< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > font< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-325" > line 325< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "fontSize" > < span class = "type-signature" > < / span > fontSize< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > fontSize< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The size of the font in pixels.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "game" > < span class = "type-signature" > < / span > game< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
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< tbody >
< tr >
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< td class = "name" > < code > game< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
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< / td >
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< td class = "description last" > < p > A reference to the currently running Game.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-37" > line 37< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "input" > < span class = "type-signature" > < / span > input< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > input< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.InputHandler.html" > Phaser.InputHandler< / a > < / span >
|
< span class = "param-type" > null< / span >
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< / td >
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< td class = "description last" > < p > The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-105" > line 105< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "inputEnabled" > < span class = "type-signature" > < / span > inputEnabled< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > By default a Text object won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
activated for this object and it will then start to process click/touch events and more.< / p >
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< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > inputEnabled< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > Set to true to allow this object to receive input events.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-396" > line 396< / a >
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< / li > < / ul > < / dd >
< / dl >
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< dt >
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< h4 class = "name" id = "name" > < span class = "type-signature" > < / span > name< span class = "type-signature" > < / span > < / h4 >
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< / dt >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > name< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The user defined name given to this BitmapText.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
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< dt >
< h4 class = "name" id = "text" > < span class = "type-signature" > < / span > text< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The text string to be displayed by this Text object, taking into account the style settings.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > text< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "description last" > < p > The text string to be displayed by this Text object, taking into account the style settings.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "text" > < span class = "type-signature" > < / span > text< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > text< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "description last" > < p > Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "RetroFont.js.html" > gameobjects/RetroFont.js< / a > , < a href = "RetroFont.js.html#sunlight-1-line-536" > line 536< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "tint" > < span class = "type-signature" > < / span > tint< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > tint< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-284" > line 284< / a >
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< / li > < / ul > < / dd >
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< / dd >
< dt >
< h4 class = "name" id = "type" > < span class = "type-signature" > < readonly> < / span > type< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > type< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The const type of this object.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-55" > line 55< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "world" > < span class = "type-signature" > < / span > world< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > world< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-65" > line 65< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "z" > < span class = "type-signature" > < / span > z< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > z< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-60" > line 60< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
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< h4 class = "name" id = "destroy" > < span class = "type-signature" > < / span > destroy< span class = "signature" > (< span class = "optional" > destroyChildren< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Destroy this BitmapText instance. This will remove any filters and un-parent any children.< / p >
< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > destroyChildren< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Should every child of this object have its destroy method called?< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-206" > line 206< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "postUpdate" > < span class = "type-signature" > < / span > postUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Automatically called by World.postUpdate.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-191" > line 191< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "preUpdate" > < span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Automatically called by World.preUpdate.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-149" > line 149< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
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< dt >
< h4 class = "name" id = "update" > < span class = "type-signature" > < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Override and use this function in your own custom objects to handle any update requirements you may have.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "BitmapText.js.html#sunlight-1-line-182" > line 182< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Mon Mar 24 2014 12:38:39 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
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selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >