Phaser. Text

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 Argument 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 <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'

Horizontal alignment of each line in multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text (see textBounds and boundsAlignH for that).

boundsAlignH string <optional>
'left'

Horizontal alignment of the text within the textBounds. Can be: 'left', 'center' or 'right'.

boundsAlignV string <optional>
'top'

Vertical alignment of the text within the textBounds. Can be: 'top', 'middle' or 'bottom'.

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.

tabs number <optional>
0

The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an array of varying tab sizes, one per tab stop.

Source - gameobjects/Text.js, line 39

Extends

Members

align :string

Controls the horizontal alignment for multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text. For that please see setTextBounds.

Source - gameobjects/Text.js, line 1462

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 184
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 its renderable property set to false. 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

autoRound :boolean

Should the linePositionX and Y values be automatically rounded before rendering the Text? You may wish to enable this if you want to remove the effect of sub-pixel aliasing from text.

Default Value:
  • false
Source - gameobjects/Text.js, line 99

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 87

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 be null.

To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this object and system is the Physics system you are using. If none is given it defaults to Phaser.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

boundsAlignH :string

Horizontal alignment of the text within the textBounds. Can be: 'left', 'center' or 'right'.

Source - gameobjects/Text.js, line 1538

boundsAlignV :string

Vertical alignment of the text within the textBounds. Can be: 'top', 'middle' or 'bottom'.

Source - gameobjects/Text.js, line 1561

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 366

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 the text is rendered.

Source - gameobjects/Text.js, line 76

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 is true.

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:
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 86

<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 160

context :HTMLCanvasElement

The context of the canvas element that the text is rendered to.

Source - gameobjects/Text.js, line 81

cropRect :Phaser.Rectangle

The Rectangle used to crop the texture this Game Object uses. Set this property via crop. If you modify this property directly you must call updateCrop in order to have the change take effect.

Inherited From:
Default Value:
  • null
Source - gameobjects/components/Crop.js, line 24

cssFont :string

Change the font used.

This is equivalent of the font property specified to setStyle, except that unlike using setStyle 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, and fontVariant properties.

Source - gameobjects/Text.js, line 1274

damage

Damages the Game Object. This removes the given amount of health from the health property.

If health is taken below or is equal to zero then the kill method is called.

Inherited From:
Source - gameobjects/components/Health.js, line 46

debug :boolean

A debug flag designed for use with Game.enableStep.

Inherited From:
Default Value:
  • false
Source - gameobjects/components/Core.js, line 209

<readonly> deltaX :number

Returns the delta x value. The difference between world.x now and in the previous frame.

The value will be positive if the Game Object has moved to the right or negative if to the left.

Inherited From:
Source - gameobjects/components/Delta.js, line 24

<readonly> deltaY :number

Returns the delta y value. The difference between world.y now and in the previous frame.

The value will be positive if the Game Object has moved down or negative if up.

Inherited From:
Source - gameobjects/components/Delta.js, line 42

<readonly> deltaZ :number

Returns the delta z value. The difference between rotation now and in the previous frame. The delta value.

Inherited From:
Source - gameobjects/components/Delta.js, line 58

<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 176
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 to false it will remove its physics body from the physics world if it has one. It also toggles the visible 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 the visible property to true.

Inherited From:
Source - gameobjects/components/Core.js, line 275

fill :object

A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.

Source - gameobjects/Text.js, line 1440

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 183

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 328

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 have fixedToCamera 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 1300

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 1335

fontStyle :string

The style of the font: 'normal', 'italic', 'oblique'

Source - gameobjects/Text.js, line 1398

fontVariant :string

The variant the font: 'normal', 'small-caps'

Source - gameobjects/Text.js, line 1419

fontWeight :string

The weight of the font: 'normal', 'bold', or a valid CSS font weight.

Source - gameobjects/Text.js, line 1377

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 loadTexture.

Inherited From:
Source - gameobjects/components/LoadTexture.js, line 218

frameName :string

Gets or sets the current frame name of the texture being used to render this Game Object.

To change the frame set frameName to the name of the new frame in the texture atlas you wish this Game Object to use, for example: player.frameName = "idle".

If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.

If you are using a sprite sheet then you should use the frame property instead.

If you wish to fully replace the texture being used see loadTexture.

Inherited From:
Source - gameobjects/components/LoadTexture.js, line 243

<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 239

game :Phaser.Game

A reference to the currently running Game.

Inherited From:
Source - gameobjects/components/Core.js, line 145

heal

Heal the Game Object. This adds the given amount of health to the health property.

Inherited From:
Source - gameobjects/components/Health.js, line 69

health :number

The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.

It can be used in combination with the damage method or modified directly.

Inherited From:
Default Value:
  • 1
Source - gameobjects/components/Health.js, line 26

height :number

The height of the Text. Setting this will modify the scale to achieve the value requested.

Source - gameobjects/Text.js, line 1856

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 this Game Objects bounds intersects with the Game Cameras bounds.

It will be true if they intersect, or false if the Game Object is fully outside of the Cameras bounds.

An object outside the bounds can be considered for camera culling if it has the AutoCull component.

Inherited From:
Source - gameobjects/components/InCamera.js, line 26

<readonly> inCamera :boolean

Checks if the Game Objects bounds intersect with the Game Camera bounds. Returns true if they do, otherwise false 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:
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|Phaser.Video|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 Image Cache. It can also be an instance of a RenderTexture, BitmapData, Video 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 Image Cache it is re-assigned the key __missing which is a 32x32 PNG of a green box with a line through it.

Type:
Inherited From:
Source - gameobjects/components/Core.js, line 194

<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 the kill 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 1672

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 303

maxHealth :number

The Game Objects maximum health value. This works in combination with the heal method to ensure the health value never exceeds the maximum.

Inherited From:
Default Value:
  • 100
Source - gameobjects/components/Health.js, line 35

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 153

<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 to true then the kill method is called as soon as inWorld 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 63

<readonly> parent :PIXI.DisplayObjectContainer

[read-only] The display object container that contains this display object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 98

pendingDestroy :boolean

A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update. You can set it directly to allow you to flag an object to be destroyed on its next update.

This is extremely useful if you wish to destroy an object from within one of its own callbacks such as with Buttons or other Input events.

Inherited From:
Source - gameobjects/components/Core.js, line 250

<readonly> physicsType :number

The const physics body type of this object.

Source - gameobjects/Text.js, line 56

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 216

<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 223

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 231

resolution :integer

The resolution of the canvas the text is rendered to. This defaults to match the resolution of the renderer, but can be changed on a per Text object basis.

Source - gameobjects/Text.js, line 1487

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

scaleMax :Phaser.Point

The maximum scale this Game Object will scale up to.

It allows you to prevent a parent from scaling this Game Object higher than the given value.

Set it to null to remove the limit.

Inherited From:
Source - gameobjects/components/ScaleMinMax.js, line 46

scaleMin :Phaser.Point

The minimum scale this Game Object will scale down to.

It allows you to prevent a parent from scaling this Game Object lower than the given value.

Set it to null to remove the limit.

Inherited From:
Source - gameobjects/components/ScaleMinMax.js, line 36

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 96

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 1765

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 1743

shadowFill :boolean

Sets if the drop shadow is applied to the Text fill.

Source - gameobjects/Text.js, line 1809

shadowOffsetX :number

The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.

Source - gameobjects/Text.js, line 1699

shadowOffsetY :number

The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.

Source - gameobjects/Text.js, line 1721

shadowStroke :boolean

Sets if the drop shadow is applied to the Text stroke.

Source - gameobjects/Text.js, line 1787

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 1584

strokeColors :array

An array of the stroke color values as specified by addStrokeColor.

Source - gameobjects/Text.js, line 91

strokeThickness :number

A number that represents the thickness of the stroke. Default is 0 (no stroke)

Source - gameobjects/Text.js, line 1606

tabs :integer|array

The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an integer or an array of varying tab sizes, one tab per element. For example if you set tabs to 100 then when Text encounters a tab it will jump ahead 100 pixels. If you set tabs to be [100,200] then it will set the first tab at 100px and the second at 200px.

Type:
  • integer | array
Source - gameobjects/Text.js, line 1511

text :string

The text to be displayed by this Text object. Use a \n to insert a carriage return and split the text. The text will be rendered with any style currently set.

Source - gameobjects/Text.js, line 1243

<readonly> textBounds :Phaser.Rectangle

The textBounds property allows you to specify a rectangular region upon which text alignment is based. See Text.setTextBounds for more details.

Source - gameobjects/Text.js, line 71

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

tintedTexture :Canvas

A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

Inherited From:
Default Value:
  • null
Source - pixi/display/Sprite.js, line 78

<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

transformCallback :function

The callback that will apply any scale limiting to the worldTransform.

Inherited From:
Source - gameobjects/components/ScaleMinMax.js, line 20

transformCallbackContext :Object

The context under which the transformCallback is invoked.

Inherited From:
Source - pixi/display/DisplayObject.js, line 41

transformCallbackContext :object

The context under which transformCallback is called.

Inherited From:
Source - gameobjects/components/ScaleMinMax.js, line 26

type :number

The const type of this object.

Source - gameobjects/Text.js, line 50

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 modify the scale to achieve the value requested.

Source - gameobjects/Text.js, line 1831

wordWrap :boolean

Indicates if word wrap should be used.

Source - gameobjects/Text.js, line 1628

wordWrapWidth :number

The width at which text will wrap.

Source - gameobjects/Text.js, line 1650

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 202

<readonly> worldAlpha :Number

[read-only] The multiplied alpha of the displayObject

Inherited From:
Source - pixi/display/DisplayObject.js, line 116

<readonly> worldPosition :Point

The position of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.

Inherited From:
Source - pixi/display/DisplayObject.js, line 135

<readonly> worldRotation :Number

The rotation of the Display Object, in radians, based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.

Inherited From:
Source - pixi/display/DisplayObject.js, line 155

<readonly> worldScale :Point

The scale of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.

Inherited From:
Source - pixi/display/DisplayObject.js, line 145

worldVisible :Boolean

[read-only] Indicates if the sprite is globally visible.

Inherited From:
Source - pixi/display/DisplayObject.js, line 279

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 726

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 744

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 168

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 91

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 103

addColor(color, position) → {Phaser.Text}

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 or rgb(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 was Photon Storm and you did Text.addColor('#ffff00', 6) it would color in the word Storm in yellow.

If you wish to change the stroke color see addStrokeColor instead.

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.

Returns:

This Text instance.

Source - gameobjects/Text.js, line 662

addStrokeColor(color, position) → {Phaser.Text}

Set specific stroke colors for certain characters within the Text.

It works by taking a color value, which is a typical HTML string such as #ff0000 or rgb(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 was Photon Storm and you did Text.addColor('#ffff00', 6) it would color in the word Storm in yellow.

This has no effect if stroke is disabled or has a thickness of 0.

If you wish to change the text fill color see addColor instead.

Parameters:
Name Type Description
color string

A canvas fillstyle that will be used on the text stroke eg red, #00FF00, rgba().

position number

The index of the character in the string to start applying this color value from.

Returns:

This Text instance.

Source - gameobjects/Text.js, line 686

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() → {Phaser.Text}

Clears any text fill or stroke colors that were set by addColor or addStrokeColor.

Returns:

This Text instance.

Source - gameobjects/Text.js, line 646

crop(rect, copy)

Crop allows you to crop the texture being used to display this Game Object. Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly.

Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method, or by modifying cropRect property directly and then calling updateCrop.

The rectangle object given to this method can be either a Phaser.Rectangle or any other object so long as it has public x, y, width, height, right and bottom properties.

A reference to the rectangle is stored in cropRect unless the copy parameter is true, in which case the values are duplicated to a local object.

Parameters:
Name Type Argument Default Description
rect Phaser.Rectangle

The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.

copy boolean <optional>
false

If false cropRect will be stored as a reference to the given rect. If true it will copy the rect values into a local Phaser Rectangle object stored in cropRect.

Inherited From:
Source - gameobjects/components/Crop.js, line 49

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 184

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 549

getBounds(matrix) → {Phaser.Rectangle}

Returns the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.

Parameters:
Name Type Description
matrix Phaser.Matrix

The transformation matrix of the Text.

Returns:

The framing rectangle

Source - gameobjects/Text.js, line 1223

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 194

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 159

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 367

kill() → {PIXI.DisplayObject}

Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false.

It will dispatch the onKilled event. You can listen to events.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

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-intensity portions of your game, or if you know the new texture is already on the GPU.

Parameters:
Name Type Argument Default Description
key string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture

This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.

frame string | number <optional>

If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.

stopAnimation boolean <optional>
true

If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.

Inherited From:
Source - gameobjects/components/LoadTexture.js, line 42

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 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. 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

parseList(list) → {Phaser.Text}

Converts the given array into a tab delimited string and then updates this Text object. This is mostly used when you want to display external data using tab stops.

The array can be either single or multi dimensional depending on the result you need:

[ 'a', 'b', 'c' ] would convert in to "a\tb\tc".

Where as:

[ [ 'a', 'b', 'c' ], [ 'd', 'e', 'f'] ]

would convert in to: "a\tb\tc\nd\te\tf"

Parameters:
Name Type Description
list array

The array of data to convert into a string.

Returns:

This Text instance.

Source - gameobjects/Text.js, line 880

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}

Plays an Animation.

The animation should have previously been created via animations.add.

If the animation is already playing calling this again won't do anything. If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop.

Parameters:
Name Type Argument Default Description
name string

The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'.

frameRate number <optional>
null

The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.

loop boolean <optional>
false

Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.

killOnComplete boolean <optional>
false

If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.

Returns:

A reference to playing Animation.

Inherited From:
Source - gameobjects/components/Animation.js, line 31

<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 329

<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 157

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 211

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 226

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 244

removeStageReference()

Removes the current stage reference from the container and all of its children.

Inherited From:
Source - pixi/display/DisplayObjectContainer.js, line 407

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 and renderable to true.

If this Game Object has the LifeSpan component it will also set alive to true and health 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

resetFrame()

Resets the texture frame dimensions that the Game Object uses for rendering.

Inherited From:
Source - gameobjects/components/LoadTexture.js, line 196

resizeFrame(parent, width, height)

Resizes the Frame dimensions that the Game Object uses for rendering.

You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData it can be useful to adjust the dimensions directly in this way.

Parameters:
Name Type Description
parent object

The parent texture object that caused the resize, i.e. a Phaser.Video object.

width integer

The new width of the texture.

height integer

The new height of the texture.

Inherited From:
Source - gameobjects/components/LoadTexture.js, line 184

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 and visible properties all set to true.

It will dispatch the onRevived event. Listen to events.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 176

setFrame(frame)

Sets the texture frame the Game Object uses for rendering.

This is primarily an internal method used by loadTexture, but is exposed for the use of plugins and custom classes.

Parameters:
Name Type Description
frame Phaser.Frame

The Frame to be used by the texture.

Inherited From:
Source - gameobjects/components/LoadTexture.js, line 119

setScaleMinMax(minX, minY, maxX, maxY)

Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent.

For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignored and the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to.

By setting these values you can carefully control how Game Objects deal with responsive scaling.

If only one parameter is given then that value will be used for both scaleMin and scaleMax: setScaleMinMax(1) = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1

If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y: setScaleMinMax(0.5, 2) = scaleMin.x and y = 0.5 and scaleMax.x and y = 2

If you wish to set scaleMin with different values for x and y then either modify Game Object.scaleMin directly, or pass null for the maxX and maxY parameters.

Call setScaleMinMax(null) to clear all previously set values.

Parameters:
Name Type Description
minX number | null

The minimum horizontal scale value this Game Object can scale down to.

minY number | null

The minimum vertical scale value this Game Object can scale down to.

maxX number | null

The maximum horizontal scale value this Game Object can scale up to.

maxY number | null

The maximum vertical scale value this Game Object can scale up to.

Inherited From:
Source - gameobjects/components/ScaleMinMax.js, line 110

setShadow(x, y, color, blur, shadowStroke, shadowFill) → {Phaser.Text}

Sets a drop shadow effect on the Text. You can specify the horizontal and vertical distance of the drop shadow with the x and y parameters. The color controls the shade of the shadow (default is black) and can be either an rgba or hex 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).

shadowStroke boolean <optional>
true

Apply the drop shadow to the Text stroke (if set).

shadowFill boolean <optional>
true

Apply the drop shadow to the Text fill (if set).

Returns:

This Text instance.

Source - gameobjects/Text.js, line 208

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 391

setStyle(style) → {Phaser.Text}

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'

Horizontal alignment of each line in multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text (see textBounds and boundsAlignH for that).

boundsAlignH string <optional>
'left'

Horizontal alignment of the text within the textBounds. Can be: 'left', 'center' or 'right'.

boundsAlignV string <optional>
'top'

Vertical alignment of the text within the textBounds. Can be: 'top', 'middle' or 'bottom'.

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.

tabs number | array <optional>
0

The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an array of varying tab sizes, one per tab stop.

Returns:

This Text instance.

Source - gameobjects/Text.js, line 244

setText(text) → {Phaser.Text}

The text to be displayed by this Text object. Use a \n to insert a carriage return and split the text. The text will be rendered with any style currently set.

Parameters:
Name Type Argument Description
text string <optional>

The text to be displayed. Set to an empty string to clear text that is already present.

Returns:

This Text instance.

Source - gameobjects/Text.js, line 862

setTextBounds(x, y, width, height) → {Phaser.Text}

The Text Bounds is a rectangular region that you control the dimensions of into which the Text object itself is positioned, regardless of the number of lines in the text, the font size or any other attribute.

Alignment is controlled via the properties boundsAlignH and boundsAlignV within the Text.style object, or can be directly set through the setters Text.boundsAlignH and Text.boundsAlignV. Bounds alignment is independent of text alignment.

For example: If your game is 800x600 in size and you set the text bounds to be 0,0,800,600 then by setting boundsAlignH to 'center' and boundsAlignV to 'bottom' the text will render in the center and at the bottom of your game window, regardless of how many lines of text there may be. Even if you adjust the text content or change the style it will remain at the bottom center of the text bounds.

This is especially powerful when you need to align text against specific coordinates in your game, but the actual text dimensions may vary based on font (say for multi-lingual games).

If Text.wordWrapWidth is greater than the width of the text bounds it is clamped to match the bounds width.

Call this method with no arguments given to reset an existing textBounds.

It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts have additional padding around them which you can mitigate by tweaking the Text.padding property. It then adjusts the pivot property based on the given bounds and canvas size. This means if you need to set the pivot property directly in your game then you either cannot use setTextBounds or you must place the Text object inside another DisplayObject on which you set the pivot.

Parameters:
Name Type Argument Description
x number <optional>

The x coordinate of the Text Bounds region.

y number <optional>

The y coordinate of the Text Bounds region.

width number <optional>

The width of the Text Bounds region.

height number <optional>

The height of the Text Bounds region.

Returns:

This Text instance.

Source - gameobjects/Text.js, line 941

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 156

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 134

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 583

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 597

<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 174

updateCache()

Generates and updates the cached sprite for this object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 573

updateCrop()

If you have set a crop rectangle on this Game Object via crop and since modified the cropRect property, or the rectangle it references, then you need to update the crop frame by calling this method.

Inherited From:
Source - gameobjects/components/Crop.js, line 86

updateShadow(state)

Sets the Shadow on the Text.context based on the Style settings, or disables it if not enabled. This is called automatically by Text.updateText.

Parameters:
Name Type Description
state boolean

If true the shadow will be set to the Style values, otherwise it will be set to zero.

Source - gameobjects/Text.js, line 579
Phaser Copyright © 2012-2015 Photon Storm Ltd.
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