new BitmapText(game, x, y, font, text, size)
Creates a new BitmapText object.
Parameters:
Name | Type | Argument | Default | Description |
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game |
Phaser.Game | A reference to the currently running game. |
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x |
number | X position of the new bitmapText object. |
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y |
number | Y position of the new bitmapText object. |
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font |
string | The key of the BitmapFont as stored in Game.Cache. |
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text |
string |
<optional> |
'' | The actual text that will be rendered. Can be set later via BitmapText.text. |
size |
number |
<optional> |
32 | The size the font will be rendered in, in pixels. |
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Members
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align
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Properties:
Name Type Description align
string Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
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angle
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Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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Properties:
Name Type Description angle
number Gets or sets the angle of rotation in degrees.
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cameraOffset
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Properties:
Name Type Description cameraOffset
Phaser.Point If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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events
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Properties:
Name Type Description events
Phaser.Events The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
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exists
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- Default Value:
- true
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Properties:
Name Type Description exists
boolean If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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fixedToCamera
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An BitmapText that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in BitmapText.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list. So if this BitmapText was in a Group that has x: 200, then this will be added to the cameraOffset.x
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Properties:
Name Type Description fixedToCamera
boolean Set to true to fix this BitmapText to the Camera at its current world coordinates.
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font
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Properties:
Name Type Description font
string The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
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fontSize
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Properties:
Name Type Description fontSize
number The size of the font in pixels.
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game
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Properties:
Name Type Description game
Phaser.Game A reference to the currently running Game.
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input
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Properties:
Name Type Description input
Phaser.InputHandler | null The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
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inputEnabled
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By default a Text object won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is activated for this object and it will then start to process click/touch events and more.
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Properties:
Name Type Description inputEnabled
boolean Set to true to allow this object to receive input events.
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name
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Properties:
Name Type Description name
string The user defined name given to this BitmapText.
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text
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Properties:
Name Type Description text
string Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true.
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text
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The text string to be displayed by this Text object, taking into account the style settings.
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Properties:
Name Type Description text
string The text string to be displayed by this Text object, taking into account the style settings.
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tint
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Properties:
Name Type Description tint
number The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)
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<readonly> type
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Properties:
Name Type Description type
number The const type of this object.
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world
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Properties:
Name Type Description world
Phaser.Point The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
Methods
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destroy()
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postUpdate()
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Automatically called by World.postUpdate.
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preUpdate()
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Automatically called by World.preUpdate.
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update()
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Override and use this function in your own custom objects to handle any update requirements you may have.
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