new BitmapText(game, x, y, text, style)
Creates a new BitmapText
object. BitmapText work by taking a texture file and an XML file that describes the font layout.
On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
x |
number | X position of the new bitmapText object. |
y |
number | Y position of the new bitmapText object. |
text |
string | The actual text that will be written. |
style |
object | The style object containing style attributes like font, font size , etc. |
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Members
-
alive
-
- Default Value:
- true
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Properties:
Name Type Description alive
boolean This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
-
anchor
-
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Properties:
Name Type Description anchor
Phaser.Point Description.
-
exists
-
- 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.
-
game
-
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Properties:
Name Type Description game
Phaser.Game A reference to the currently running Game.
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group
-
- Default Value:
- null
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Properties:
Name Type Description group
Description Description.
-
name
-
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Properties:
Name Type Description name
string Description.
-
scale
-
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Properties:
Name Type Description scale
Phaser.Point Description.
-
type
-
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Properties:
Name Type Description type
Description Description.
Methods
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update()
-
Automatically called by World.update
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