new Text(game, x, y, text, style)
Create a new game object for displaying Text.
This uses a local hidden Canvas object and renders the type into it. It then makes a texture from this for rendering to the view. Because of this you can only display fonts that are currently loaded and available to the browser: fonts must be pre-loaded.
See this compatibility table for the available default fonts across mobile browsers.
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | Current game instance. |
x |
number | X position of the new text object. |
y |
number | Y position of the new text object. |
text |
string | The actual text that will be written. |
style |
object | The style object containing style attributes like font, font size, etc. |
- Source - gameobjects/Text.js, line 38
Extends
- PIXI.Text
- Phaser.Component.Core
- Phaser.Component.Angle
- Phaser.Component.AutoCull
- Phaser.Component.Bounds
- Phaser.Component.BringToTop
- Phaser.Component.Destroy
- Phaser.Component.FixedToCamera
- Phaser.Component.InputEnabled
- Phaser.Component.InWorld
- Phaser.Component.LifeSpan
- Phaser.Component.Overlap
- Phaser.Component.PhysicsBody
- Phaser.Component.Reset
- Phaser.Component.Smoothed
Members
-
align :string
-
Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
- Source - gameobjects/Text.js, line 849
-
alive :boolean
-
A useful flag to control if the Game Object is alive or dead.
This is set automatically by the Health components
damage
method should the object run out of health. Or you can toggle it via your game code.This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates. However you can use
Group.getFirstAlive
in conjunction with this property for fast object pooling and recycling.- Inherited From:
- Default Value:
- true
- Source - gameobjects/components/LifeSpan.js, line 50
-
alpha :Number
-
The opacity of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 65
-
anchor :Point
-
The anchor sets the origin point of the texture. The default is 0,0 this means the texture's origin is the top left Setting than anchor to 0.5,0.5 means the textures origin is centered Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
- Inherited From:
- Source - pixi/display/Sprite.js, line 22
-
angle :number
-
The angle property is the rotation of the Game Object 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 you can use the property
rotation
instead. Working in radians is slightly faster as it doesn't have to perform any calculations.- Inherited From:
- Source - gameobjects/components/Angle.js, line 29
-
animations :Phaser.AnimationManager
-
If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance. Through it you can create, play, pause and stop animations.
- Inherited From:
- Source - gameobjects/components/Core.js, line 173
- See:
-
autoCull :boolean
-
A Game Object with
autoCull
set to true will check its bounds against the World Camera every frame. If it is not intersecting the Camera bounds at any point then it has itsrenderable
property set tofalse
. This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.
- Inherited From:
- Default Value:
- false
- Source - gameobjects/components/AutoCull.js, line 28
-
blendMode :Number
-
The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
- Inherited From:
- Default Value:
- PIXI.blendModes.NORMAL;
- Source - pixi/display/Sprite.js, line 68
-
body :Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null
-
body
is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated properties and methods via it.By default Game Objects won't add themselves to any physics system and their
body
property will benull
.To enable this Game Object for physics you need to call
game.physics.enable(object, system)
whereobject
is this object andsystem
is the Physics system you are using. If none is given it defaults toPhaser.Physics.Arcade
.You can alternatively call
game.physics.arcade.enable(object)
, or add this Game Object to a physics enabled Group.Important: Enabling a Game Object for P2 or Ninja physics will automatically set its
anchor
property to 0.5, so the physics body is centered on the Game Object.If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.
Type:
- Inherited From:
- Default Value:
- null
- Source - gameobjects/components/PhysicsBody.js, line 91
-
<readonly> bottom :number
-
The sum of the y and height properties. This is the same as
y + height - offsetY
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 110
-
cacheAsBitmap :Boolean
-
Set if this display object is cached as a bitmap. This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. To remove simply set this property to 'null'
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 336
-
cameraOffset :Phaser.Point
-
The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if
fixedToCamera
is true.The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.
- Inherited From:
- Source - gameobjects/components/FixedToCamera.js, line 86
-
canvas :HTMLCanvasElement
-
The canvas element that everything is drawn to
- Inherited From:
- Source - pixi/text/Text.js, line 29
-
checkWorldBounds :boolean
-
If this is set to
true
the Game Object checks if it is within the World bounds each frame.When it is no longer intersecting the world bounds it dispatches the
onOutOfBounds
event.If it was previously out of bounds but is now intersecting the world bounds again it dispatches the
onEnterBounds
event.It also optionally kills the Game Object if
outOfBoundsKill
istrue
.When
checkWorldBounds
is enabled it forces the Game Object to calculate its full bounds every frame.This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.
- Inherited From:
- Default Value:
- false
- Source - gameobjects/components/InWorld.js, line 92
-
<readonly> children :Array.<DisplayObject>
-
[read-only] The array of children of this container.
Type:
- Array.<DisplayObject>
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 17
-
colors :array
-
An array of the color values as specified by addColor.
- Source - gameobjects/Text.js, line 100
-
<internal> components :object
-
The components this Game Object has installed.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/components/Core.js, line 149
-
context :HTMLCanvasElement
-
The canvas 2d context that everything is drawn with
- Inherited From:
- Source - pixi/text/Text.js, line 37
-
cssFont :string
-
Change the font used.
This is equivalent of the
font
property specified to setStyle, except that unlike usingsetStyle
this will not change any current font fill/color settings.The CSS font string can also be individually altered with the
font
,fontSize
,fontWeight
,fontStyle
, andfontVariant
properties.- Source - gameobjects/Text.js, line 661
-
debug :boolean
-
A debug flag designed for use with
Game.enableStep
.- Inherited From:
- Default Value:
- false
- Source - gameobjects/components/Core.js, line 198
-
<readonly> destroyPhase :boolean
-
As a Game Object runs through its destroy method this flag is set to true, and can be checked in any sub-systems or plugins it is being destroyed from.
- Inherited From:
- Source - gameobjects/components/Destroy.js, line 22
-
events :Phaser.Events
-
All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this Game Object, or any of its components.
- Inherited From:
- Source - gameobjects/components/Core.js, line 165
- See:
-
exists :boolean
-
Controls if this Game Object is processed by the core game loop. If this Game Object has a physics body it also controls if its physics body is updated or not. When
exists
is set tofalse
it will remove its physics body from the physics world if it has one. It also toggles thevisible
property to false as well.Setting
exists
to true will add its physics body back in to the physics world, if it has one. It will also set thevisible
property totrue
.- Inherited From:
- Source - gameobjects/components/Core.js, line 253
-
fill :object
-
A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
- Source - gameobjects/Text.js, line 827
-
filterArea :Rectangle
-
The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 153
-
filters :Array.<Filter>
-
Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. To remove filters simply set this property to 'null'
Type:
- Array.<Filter>
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 298
-
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 world the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times regardless where in the world the camera is.
The offsets are stored in the
cameraOffset
property.Note that the
cameraOffset
values are in addition to any parent of this Game Object on the display list.Be careful not to set
fixedToCamera
on Game Objects which are in Groups that already havefixedToCamera
enabled on them.- Inherited From:
- Source - gameobjects/components/FixedToCamera.js, line 56
-
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 as CSS font-family rules are followed.
To change the entire font string use cssFont instead: eg.
text.cssFont = 'bold 20pt Arial'
.- Source - gameobjects/Text.js, line 687
-
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
) representing the font size in pixels is returned; otherwise the value with CSS unit is returned as a string (eg.'12pt'
).Type:
- number | string
- Source - gameobjects/Text.js, line 722
-
fontStyle :string
-
The style of the font: 'normal', 'italic', 'oblique'
- Source - gameobjects/Text.js, line 785
-
fontVariant :string
-
The variant the font: 'normal', 'small-caps'
- Source - gameobjects/Text.js, line 806
-
fontWeight :string
-
The weight of the font: 'normal', 'bold', or a valid CSS font weight.
- Source - gameobjects/Text.js, line 764
-
<readonly> fresh :boolean
-
A Game Object is considered
fresh
if it has just been created or reset and is yet to receive a renderer transform update. This property is mostly used internally by the physics systems, but is exposed for the use of plugins.- Inherited From:
- Source - gameobjects/components/Core.js, line 228
-
game :Phaser.Game
-
A reference to the currently running Game.
- Inherited From:
- Source - gameobjects/components/Core.js, line 134
-
height :Number
-
The height of the Text, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/text/Text.js, line 86
-
hitArea :Rectangle|Circle|Ellipse|Polygon
-
This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
Type:
- Rectangle | Circle | Ellipse | Polygon
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 81
-
<readonly> inCamera :boolean
-
Checks if the Game Objects bounds intersect with the Game Camera bounds. Returns
true
if they do, otherwisefalse
if fully outside of the Cameras bounds.- Inherited From:
- Source - gameobjects/components/AutoCull.js, line 37
-
input :Phaser.InputHandler|null
-
The Input Handler for this Game Object.
By default it is disabled. If you wish this Game Object to process input events you should enable it with:
inputEnabled = true
.After you have done this, this property will be a reference to the Phaser InputHandler.
Type:
- Phaser.InputHandler | null
- Inherited From:
- Source - gameobjects/components/InputEnabled.js, line 24
-
inputEnabled :boolean
-
By default a Game Object won't process any input events. By setting
inputEnabled
to true a Phaser.InputHandler is created for this Game Object and it will then start to process click / touch events and more.You can then access the Input Handler via
this.input
.Note that Input related events are dispatched from
this.events
, i.e.:events.onInputDown
.If you set this property to false it will stop the Input Handler from processing any more input events.
- Inherited From:
- Source - gameobjects/components/InputEnabled.js, line 38
-
<readonly> inWorld :boolean
-
Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.
- Inherited From:
- Source - gameobjects/components/InWorld.js, line 114
-
key :string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture
-
The key of the image or texture used by this Game Object during rendering. If it is a string it's the string used to retrieve the texture from the Phaser.Cache. It can also be an instance of a RenderTexture, BitmapData or PIXI.Texture. If a Game Object is created without a key it is automatically assigned the key
__default
which is a 32x32 transparent PNG stored within the Cache. If a Game Object is given a key which doesn't exist in the Cache it is re-assigned the key__missing
which is a 32x32 PNG of a green box with a line through it.Type:
- string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture
- Inherited From:
- Source - gameobjects/components/Core.js, line 183
-
<readonly> left :number
-
The left coordinate of the Game Object. This is the same as
x - offsetX
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 59
-
lifespan :number
-
The lifespan allows you to give a Game Object a lifespan in milliseconds.
Once the Game Object is 'born' you can set this to a positive value.
It is automatically decremented by the millisecond equivalent of
game.time.physicsElapsed
each frame. When it reaches zero it will call thekill
method.Very handy for particles, bullets, collectibles, or any other short-lived entity.
- Inherited From:
- Default Value:
- 0
- Source - gameobjects/components/LifeSpan.js, line 65
-
lineSpacing :number
-
Additional spacing (in pixels) between each line of text if multi-line.
- Source - gameobjects/Text.js, line 959
-
mask :PIXI.Graphics
-
Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 273
-
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:
- Source - gameobjects/components/Core.js, line 142
-
<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:
- Source - gameobjects/components/Bounds.js, line 24
-
<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:
- Source - gameobjects/components/Bounds.js, line 42
-
outOfBoundsKill :boolean
-
If this and the
checkWorldBounds
property are both set totrue
then thekill
method is called as soon asinWorld
returns false.- Inherited From:
- Default Value:
- false
- Source - gameobjects/components/InWorld.js, line 100
-
padding :Phaser.Point
-
Specify a padding value which is added to the line width and height when calculating the Text size. ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions.
- Source - gameobjects/Text.js, line 71
-
<readonly> parent :PIXI.DisplayObjectContainer
-
[read-only] The display object container that contains this display object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 98
-
<readonly> physicsType :number
-
The const physics body type of this object.
- Source - gameobjects/Text.js, line 64
-
pivot :Point
-
The pivot point of the displayObject that it rotates around
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 49
-
position :Point
-
The coordinate of the object relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 14
-
<readonly> previousPosition :Phaser.Point
-
The position the Game Object was located in the previous frame.
- Inherited From:
- Source - gameobjects/components/Core.js, line 205
-
<readonly> previousRotation :number
-
The rotation the Game Object was in set to in the previous frame. Value is in radians.
- Inherited From:
- Source - gameobjects/components/Core.js, line 212
-
renderable :Boolean
-
Can this object be rendered
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 90
-
<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:
- Source - gameobjects/components/Core.js, line 220
-
resolution :Number
-
The resolution of the canvas.
- Inherited From:
- Source - pixi/text/Text.js, line 44
-
<readonly> right :number
-
The right coordinate of the Game Object. This is the same as
x + width - offsetX
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 76
-
rotation :Number
-
The rotation of the object in radians.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 57
-
scale :Point
-
The scale factor of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 22
-
shader :PIXI.AbstractFilter
-
The shader that will be used to render the texture to the stage. Set to null to remove a current shader.
- Inherited From:
- Default Value:
- null
- Source - pixi/display/Sprite.js, line 77
-
shadowBlur :number
-
The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
- Source - gameobjects/Text.js, line 1052
-
shadowColor :string
-
The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
- Source - gameobjects/Text.js, line 1030
-
shadowOffsetX :number
-
The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
- Source - gameobjects/Text.js, line 986
-
shadowOffsetY :number
-
The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
- Source - gameobjects/Text.js, line 1008
-
smoothed :boolean
-
Enable or disable texture smoothing for this Game Object.
It only takes effect if the Game Object is using an image based texture.
Smoothing is enabled by default.
- Inherited From:
- Source - gameobjects/components/Smoothed.js, line 25
-
<readonly> stage :PIXI.Stage
-
[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 107
-
stroke :string
-
A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.
- Source - gameobjects/Text.js, line 871
-
strokeThickness :number
-
A number that represents the thickness of the stroke. Default is 0 (no stroke)
- Source - gameobjects/Text.js, line 893
-
text :string
-
The text string to be displayed by this Text object, taking into account the style settings.
- Source - gameobjects/Text.js, line 632
-
texture :PIXI.Texture
-
The texture that the sprite is using
- Inherited From:
- Source - pixi/display/Sprite.js, line 33
-
tint :Number
-
The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
- Inherited From:
- Default Value:
- 0xFFFFFF
- Source - pixi/display/Sprite.js, line 59
-
<readonly> top :number
-
The y coordinate of the Game Object. This is the same as
y - offsetY
.- Inherited From:
- Source - gameobjects/components/Bounds.js, line 93
-
transformCallback :function
-
The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters: This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types. The matrix are passed by reference and can be modified directly without needing to return them. This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 30
-
transformCallbackContext :Object
-
The context under which the transformCallback is invoked.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 41
-
type :number
-
The const type of this object.
- Source - gameobjects/Text.js, line 58
-
visible :Boolean
-
The visibility of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 73
-
width :Number
-
The width of the Text, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/text/Text.js, line 62
-
wordWrap :boolean
-
Indicates if word wrap should be used.
- Source - gameobjects/Text.js, line 915
-
wordWrapWidth :number
-
The width at which text will wrap.
- Source - gameobjects/Text.js, line 937
-
world :Phaser.Point
-
The world coordinates of this Game Object in pixels. Depending on where in the display list this Game Object is placed this value can differ from
position
, which contains the x/y coordinates relative to the Game Objects parent.- Inherited From:
- Source - gameobjects/components/Core.js, line 191
-
<readonly> worldAlpha :Number
-
[read-only] The multiplied alpha of the displayObject
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 116
-
worldVisible :Boolean
-
[read-only] Indicates if the sprite is globally visible.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 249
-
x :number
-
The position of the Game Object on the x axis relative to the local coordinates of the parent.
- Inherited From:
- Source - gameobjects/components/PhysicsBody.js, line 98
-
x :Number
-
The position of the displayObject on the x axis relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 672
-
y :Number
-
The position of the displayObject on the y axis relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 690
-
y :number
-
The position of the Game Object on the y axis relative to the local coordinates of the parent.
- Inherited From:
- Source - gameobjects/components/PhysicsBody.js, line 124
-
z :number
-
The z depth of this Game Object within its parent Group. No two objects in a Group can have the same z value. This value is adjusted automatically whenever the Group hierarchy changes.
- Inherited From:
- Source - gameobjects/components/Core.js, line 157
Methods
-
addChild(child) → {PIXI.DisplayObject}
-
Adds a child to the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to add to the container
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 92
-
addChildAt(child, index) → {PIXI.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
PIXI.DisplayObject The child to add
index
Number The index to place the child in
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 104
-
addColor(color, position)
-
Set specific colors for certain characters within the Text.
It works by taking a color value, which is a typical HTML string such as
#ff0000
orrgb(255,0,0)
and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text wasPhoton Storm
and you didText.addColor('#ffff00', 6)
it would color in the wordStorm
in yellow.Parameters:
Name Type Description color
string A canvas fillstyle that will be used on the text eg
red
,#00FF00
,rgba()
.position
number The index of the character in the string to start applying this color value from.
- Source - gameobjects/Text.js, line 463
-
bringToTop() → {PIXI.DisplayObject}
-
Brings this Game Object to the top of its parents display list. Visually this means it will render over the top of any old child in the same Group.
If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World, because the World is the root Group from which all Game Objects descend.
Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/BringToTop.js, line 24
-
clearColors()
-
Clears any previously set color stops.
- Source - gameobjects/Text.js, line 451
-
destroy(destroyChildren)
-
Destroy this Text object, removing it from the group it belongs to.
Parameters:
Name Type Argument Default Description destroyChildren
boolean <optional>
true Should every child of this object have its destroy method called?
- Source - gameobjects/Text.js, line 166
-
generateTexture(resolution, scaleMode, renderer) → {PIXI.Texture}
-
Useful function that returns a texture of the displayObject object that can then be used to create sprites This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.
Parameters:
Name Type Description resolution
Number The resolution of the texture being generated
scaleMode
Number See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
renderer
PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer used to generate the texture.
Returns:
a texture of the graphics object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 495
-
getBounds(matrix) → {Rectangle}
-
Returns the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.
Parameters:
Name Type Description matrix
Matrix the transformation matrix of the Text
Returns:
Rectangle -the framing rectangle
- Inherited From:
- Source - pixi/text/Text.js, line 498
-
getChildAt(index) → {PIXI.DisplayObject}
-
Returns the child at the specified index
Parameters:
Name Type Description index
Number The index to get the child from
Returns:
The child at the given index, if any.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 195
-
getChildIndex(child) → {Number}
-
Returns the index position of a child DisplayObject instance
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject instance to identify
Returns:
Number -The index position of the child display object to identify
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 160
-
getLocalBounds() → {Rectangle}
-
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.
Returns:
Rectangle -The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 364
-
kill() → {PIXI.DisplayObject}
-
Kills a Game Object. A killed Game Object has its
alive
,exists
andvisible
properties all set to false.It will dispatch the
onKilled
event. You can listen toevents.onKilled
for the signal.Note that killing a Game Object is a way for you to quickly recycle it in an object pool, it doesn't destroy the object or free it up from memory.
If you don't need this Game Object any more you should call
destroy
instead.Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 113
-
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:
This instance.
- Inherited From:
- Source - gameobjects/components/BringToTop.js, line 87
-
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:
This instance.
- Inherited From:
- Source - gameobjects/components/BringToTop.js, line 66
-
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 agetBounds
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. It should be fine for low-volume testing where physics isn't required.
Parameters:
Name Type Description displayObject
Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Button | PIXI.DisplayObject The display object to check against.
Returns:
boolean -True if the bounds of this Game Object intersects at any point with the bounds of the given display object.
- Inherited From:
- Source - gameobjects/components/Overlap.js, line 29
-
<internal> postUpdate()
-
Internal method called by the World postUpdate cycle.
- Inherited From:
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/components/Core.js, line 307
-
<internal> preUpdate()
-
Automatically called by World.preUpdate.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/Text.js, line 139
-
removeChild(child) → {PIXI.DisplayObject}
-
Removes a child from the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to remove
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 212
-
removeChildAt(index) → {PIXI.DisplayObject}
-
Removes a child from the specified index position.
Parameters:
Name Type Description index
Number The index to get the child from
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 227
-
removeChildren(beginIndex, endIndex)
-
Removes all children from this container that are within the begin and end indexes.
Parameters:
Name Type Description beginIndex
Number The beginning position. Default value is 0.
endIndex
Number The ending position. Default value is size of the container.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 245
-
removeStageReference()
-
Removes the current stage reference from the container and all of its children.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 404
-
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
andrenderable
to true.If this Game Object has the LifeSpan component it will also set
alive
to true andhealth
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 The y coordinate (in world space) to position the Game Object at.
health
number <optional>
1 The health to give the Game Object if it has the Health component.
Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/Reset.js, line 30
-
revive(health) → {PIXI.DisplayObject}
-
Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.
A resurrected Game Object has its
alive
,exists
andvisible
properties all set to true.It will dispatch the
onRevived
event. Listen toevents.onRevived
for the signal.Parameters:
Name Type Argument Default Description health
number <optional>
1 The health to give the Game Object. Only set if the GameObject has the Health component.
Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/LifeSpan.js, line 78
-
sendToBack() → {PIXI.DisplayObject}
-
Sends this Game Object to the bottom of its parents display list. Visually this means it will render below all other children in the same Group.
If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World, because the World is the root Group from which all Game Objects descend.
Returns:
This instance.
- Inherited From:
- Source - gameobjects/components/BringToTop.js, line 45
-
setChildIndex(child, index)
-
Changes the position of an existing child in the display object container
Parameters:
Name Type Description child
PIXI.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:
- Source - pixi/display/DisplayObjectContainer.js, line 177
-
setShadow(x, y, color, blur)
-
Sets a drop shadow effect on the Text. You can specify the horizontal and vertical distance of the drop shadow with the
x
andy
parameters. The color controls the shade of the shadow (default is black) and can be either anrgba
orhex
value. The blur is the strength of the shadow. A value of zero means a hard shadow, a value of 10 means a very soft shadow. To remove a shadow already in place you can call this method with no parameters set.Parameters:
Name Type Argument Default Description x
number <optional>
0 The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
y
number <optional>
0 The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
color
string <optional>
'rgba(0,0,0,1)' The color of the shadow, as given in CSS rgba or hex format. Set the alpha component to 0 to disable the shadow.
blur
number <optional>
0 The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
- Source - gameobjects/Text.js, line 190
-
setStageReference(stage)
-
Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.
Parameters:
Name Type Description stage
PIXI.Stage the stage that the container will have as its current stage reference
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 388
-
setStyle(style)
-
Set the style of the text by passing a single style object to it.
Parameters:
Name Type Argument Description style
object <optional>
The style properties to be set on the Text.
Properties
Name Type Argument Default Description font
string <optional>
'bold 20pt Arial' The style and size of the font.
fontStyle
string <optional>
(from font) The style of the font (eg. 'italic'): overrides the value in
style.font
.fontVariant
string <optional>
(from font) The variant of the font (eg. 'small-caps'): overrides the value in
style.font
.fontWeight
string <optional>
(from font) The weight of the font (eg. 'bold'): overrides the value in
style.font
.fontSize
string | number <optional>
(from font) The size of the font (eg. 32 or '32px'): overrides the value in
style.font
.backgroundColor
string <optional>
null A canvas fillstyle that will be used as the background for the whole Text object. Set to
null
to disable.fill
string <optional>
'black' A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
align
string <optional>
'left' Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
stroke
string <optional>
'black' A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.
strokeThickness
number <optional>
0 A number that represents the thickness of the stroke. Default is 0 (no stroke).
wordWrap
boolean <optional>
false Indicates if word wrap should be used.
wordWrapWidth
number <optional>
100 The width in pixels at which text will wrap.
- Source - gameobjects/Text.js, line 217
-
setText(text)
-
Set the copy for the text object. To split a line you can use '\n'.
Parameters:
Name Type Description text
String The copy that you would like the text to display
- Inherited From:
- Source - pixi/text/Text.js, line 147
-
setTexture(texture)
-
Sets the texture of the sprite
Parameters:
Name Type Description texture
PIXI.Texture The PIXI texture that is displayed by the sprite
- Inherited From:
- Source - pixi/display/Sprite.js, line 137
-
swapChildren(child, child2)
-
Swaps the position of 2 Display Objects within this container.
Parameters:
Name Type Description child
PIXI.DisplayObject -
child2
PIXI.DisplayObject -
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 135
-
toGlobal(position) → {Point}
-
Calculates the global position of the display object
Parameters:
Name Type Description position
Point The world origin to calculate from
Returns:
Point -A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 529
-
toLocal(position, from) → {Point}
-
Calculates the local position of the display object relative to another point
Parameters:
Name Type Argument Description position
Point The world origin to calculate from
from
PIXI.DisplayObject <optional>
The DisplayObject to calculate the global position from
Returns:
Point -A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 543
-
<internal> update()
-
Override this function to handle any special update requirements.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/Text.js, line 156
-
updateCache()
-
Generates and updates the cached sprite for this object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 519