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 (seetextBounds 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 (nostroke).

wordWrap

boolean

<optional>

false

Indicates if word wrap should be used.

wordWrapWidth

number

<optional>

100

The width in pixels at which text will wrap.

maxLines

number

<optional>

0

The maximum number of lines to be shown for wrapped text.

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 40

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 1910

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: Phaser.Component.LifeSpan#alive Default Value: - true

Source - gameobjects/components/LifeSpan.js, line 50

alpha:Number

The alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent. Please note that an object with an alpha value of 0 is skipped during the render pass.

The value of this property does not reflect any alpha values set further up the display list. To obtain that value please see the worldAlpha property.

Inherited From: PIXI.DisplayObject#alpha Source - pixi/display/DisplayObject.js, line 63

anchor:Point

The anchor sets the origin point of the texture. The default (0, 0) is the top left. (0.5, 0.5) is the center. (1, 1) is the bottom right.

You can modify the default values in PIXI.Sprite.defaultAnchor.

Inherited From: PIXI.Sprite#anchor Source - pixi/display/Sprite.js, line 17

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: Phaser.Component.Angle#angle Source - gameobjects/components/Angle.js, line 29

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.

: - Phaser.AnimationManager

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: Phaser.Component.AutoCull#autoCull 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.

Source - gameobjects/Text.js, line 119

blendMode:Number

The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.

Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.

Inherited From: PIXI.Sprite#blendMode Default Value: - PIXI.blendModes.NORMAL;

Source - pixi/display/Sprite.js, line 84

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.

bottom:number

The sum of the y and height properties. This is the same as `y + height

  • offsetY`.

Inherited From: Phaser.Component.Bounds#bottom Source - gameobjects/components/Bounds.js, line 168

boundsAlignH:string

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

Source - gameobjects/Text.js, line 1987

boundsAlignV:string

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

Source - gameobjects/Text.js, line 2011

cacheAsBitmap:Boolean

Sets if this DisplayObject should be cached as a bitmap.

When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children.

Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not re-generate the cached bitmap automatically. To do that you need to call DisplayObject.updateCache.

To remove a cached bitmap, set this property to null.

Inherited From: PIXI.DisplayObject#cacheAsBitmap Source - pixi/display/DisplayObject.js, line 794

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: Phaser.Component.FixedToCamera#cameraOffset Source - gameobjects/components/FixedToCamera.js, line 85

canvas:HTMLCanvasElement

The canvas element that the text is rendered.

Source - gameobjects/Text.js, line 86

centerX:number

The center x coordinate of the Game Object. This is the same as (x -offsetX) + (width / 2).

Inherited From: Phaser.Component.Bounds#centerX Source - gameobjects/components/Bounds.js, line 58

centerY:number

The center y coordinate of the Game Object. This is the same as (y -offsetY) + (height / 2).

Inherited From: Phaser.Component.Bounds#centerY Source - gameobjects/components/Bounds.js, line 80

characterLimitSize:number

The maximum number of characters that can be set.

Source - gameobjects/Text.js, line 146

characterLimitSuffix:string

The suffix that is applied to truncated text that is longer than the characterLimitSize.

Source - gameobjects/Text.js, line 152

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: Phaser.Component.InWorld#checkWorldBounds Source - gameobjects/components/InWorld.js, line 98

<readonly>children:Array.<DisplayObject>

[read-only] The array of children of this container.

colors:array

An array of the color values as specified by addColor.

Source - gameobjects/Text.js, line 96

<internal> components:object

The components this Game Object has installed.

Inherited From: Phaser.Component.Core#components Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - gameobjects/components/Core.js, line 202

context:HTMLCanvasElement

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

Source - gameobjects/Text.js, line 91

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: Phaser.Component.Crop#cropRect 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 1722

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: Phaser.Component.Health#damage Source - gameobjects/components/Health.js, line 46

data:Object

An empty Object that belongs to this Game Object. This value isn't ever used internally by Phaser, but may be used by your own code, or by Phaser Plugins, to store data that needs to be associated with the Game Object, without polluting the Game Object directly.

Inherited From: Phaser.Component.Core#data Default Value: - {}

Source - gameobjects/components/Core.js, line 195

debug:boolean

A debug flag designed for use with Game.enableStep.

Inherited From: Phaser.Component.Core#debug Source

gameobjects/components/Core.js, line 253

<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: Phaser.Component.Delta#deltaX 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: Phaser.Component.Delta#deltaY 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: Phaser.Component.Delta#deltaZ 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: Phaser.Component.Destroy#destroyPhase 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.

: - Phaser.Events

exists:Boolean

Controls if this Sprite is processed by the core Phaser game loops and Group loops (except Phaser.Group#update).

Inherited From: PIXI.Sprite#exists Default Value: - true

Source - pixi/display/Sprite.js, line 105

fill:object

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

Source - gameobjects/Text.js, line 1888

filterArea:Rectangle

The rectangular area used by filters when rendering a shader for this DisplayObject.

Inherited From: PIXI.DisplayObject#filterArea Source - pixi/display/DisplayObject.js, line 195

filters:Array

Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter using DisplayObject.filterArea.

To remove filters, set this property to null.

Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a filter will reset this DisplayObjects blend mode to NORMAL.

Inherited From: PIXI.DisplayObject#filters Source - pixi/display/DisplayObject.js, line 741

fixedToCamera:boolean

A Game Object that is "fixed" to the camera is rendered at a given x/y offsets from the top left of the camera. The offsets are stored in the cameraOffset property, which is initialized with the current object coordinates.

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.

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: Phaser.Component.FixedToCamera#fixedToCamera Source - gameobjects/components/FixedToCamera.js, line 55

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 1748

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 1783

fontStyle:string

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

Source - gameobjects/Text.js, line 1846

fontStyles:array

An array of the font styles values as specified by addFontStyle.

Source - gameobjects/Text.js, line 106

fontVariant:string

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

Source - gameobjects/Text.js, line 1867

fontWeight:string

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

Source - gameobjects/Text.js, line 1825

fontWeights:array

An array of the font weights values as specified by addFontWeight.

Source - gameobjects/Text.js, line 111

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: Phaser.Component.LoadTexture#frame Source - gameobjects/components/LoadTexture.js, line 259

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: Phaser.Component.LoadTexture#frameName Source - gameobjects/components/LoadTexture.js, line 284

<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: Phaser.Component.Core#fresh Source

gameobjects/components/Core.js, line 283

game:Phaser.Game

A reference to the currently running Game.

Inherited From: Phaser.Component.Core#game Source - gameobjects/components/Core.js, line 177

heal

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

Inherited From: Phaser.Component.Health#heal Source - gameobjects/components/Health.js, line 90

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: Phaser.Component.Health#health Default Value: - 1

Source - gameobjects/components/Health.js, line 26

height:number

The height of the Text object in pixels. This is height of the Texture frame / the Text.resolution. The height of the Text. Setting this will modify the scale to achieve the value requested.

Source - gameobjects/Text.js, line 2308

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 tohit test all the children)

Type:

  • Rectangle| Circle| Ellipse| Polygon

Inherited From: PIXI.DisplayObject#hitArea Source - pixi/display/DisplayObject.js, line 89

ignoreChildInput:Boolean

If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events.

If this property is true then the children will not be considered as valid for Input events.

Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.

Inherited From: PIXI.DisplayObjectContainer#ignoreChildInput Source - pixi/display/DisplayObjectContainer.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: Phaser.Component.AutoCull#inCamera 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.

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.

If you want to temporarily disable input for a Game Object, then it's better to set input.enabled = false, as it won't reset any of the Input Handlers internal properties. You can then toggle this back on as needed.

Inherited From: Phaser.Component.InputEnabled#inputEnabled Source - gameobjects/components/InputEnabled.js, line 42

<readonly> inWorld:boolean

Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.

Inherited From: Phaser.Component.InWorld#inWorld Source - gameobjects/components/InWorld.js, line 129

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.

left:number

The left coordinate of the Game Object. This is the same as x - offsetX.

Inherited From: Phaser.Component.Bounds#left Source - gameobjects/components/Bounds.js, line 102

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: Phaser.Component.LifeSpan#lifespan 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 2123

mask:PhaserGraphics

Sets a mask for this DisplayObject. A mask is an instance of a Graphics object. When applied it limits the visible area of this DisplayObject to the shape of the mask. Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer. To remove a mask, set this property to null.

Inherited From: PIXI.DisplayObject#mask Source - pixi/display/DisplayObject.js, line 706

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: Phaser.Component.Health#maxHealth 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: Phaser.Component.Core#name Source - gameobjects/components/Core.js, line 185

<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: Phaser.Component.Bounds#offsetX 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: Phaser.Component.Bounds#offsetY 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: Phaser.Component.InWorld#outOfBoundsKill Source - gameobjects/components/InWorld.js, line 106

outOfCameraBoundsKill:boolean

If this and the autoCull property are both set to true, then the kill method is called as soon as the Game Object leaves the camera bounds.

Inherited From: Phaser.Component.InWorld#outOfCameraBoundsKill Source - gameobjects/components/InWorld.js, line 115

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 73

<readonly> parent:PIXIDisplayObjectContainer

The parent DisplayObjectContainer that this DisplayObject is a child of. All DisplayObjects must belong to a parent in order to be rendered. The root parent is the Stage object. This property is set automatically when the DisplayObject is added to, or removed from, a DisplayObjectContainer.

Inherited From: PIXI.DisplayObject#parent Source - pixi/display/DisplayObject.js, line 107

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: Phaser.Component.Core#pendingDestroy Source - gameobjects/components/Core.js, line 294

<readonly> physicsType:number

The const physics body type of this object.

Source - gameobjects/Text.js, line 66

pivot:PIXIPoint

The pivot point of this DisplayObject that it rotates around. The values are expressed in pixel values.

Inherited From: PIXI.DisplayObject#pivot Source - pixi/display/DisplayObject.js, line 43

position:PIXIPoint

The coordinates, in pixels, of this DisplayObject, relative to its parent container.

The value of this property does not reflect any positioning happening further up the display list. To obtain that value please see the worldPosition property.

Inherited From: PIXI.DisplayObject#position Source

pixi/display/DisplayObject.js, line 20

<readonly> previousPosition:Phaser.Point

The position the Game Object was located in the previous frame.

Inherited From: Phaser.Component.Core#previousPosition Source - gameobjects/components/Core.js, line 260

<readonly> previousRotation:number

The rotation the Game Object was in set to in the previous frame. Value is in radians.

Inherited From: Phaser.Component.Core#previousRotation Source - gameobjects/components/Core.js, line 267

renderable:Boolean

Should this DisplayObject be rendered by the renderer? An object with a renderable value of false is skipped during the render pass.

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

<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: Phaser.Component.Core#renderOrderID Source - gameobjects/components/Core.js, line 275

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 1936

right:number

The right coordinate of the Game Object. This is the same as `x + width

  • offsetX`.

Inherited From: Phaser.Component.Bounds#right Source - gameobjects/components/Bounds.js, line 124

rotation:Number

The rotation of this DisplayObject. The value is given, and expressed, in radians, and is based on a right-handed orientation.

The value of this property does not reflect any rotation happening further up the display list. To obtain that value please see the worldRotation property.

Inherited From: PIXI.DisplayObject#rotation Source

pixi/display/DisplayObject.js, line 51

scale:PIXIPoint

The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject at its default size. A value of 0.5 would scale this DisplayObject by half, and so on.

The value of this property does not reflect any scaling happening further up the display list. To obtain that value please see the worldScale property.

Inherited From: PIXI.DisplayObject#scale Source - pixi/display/DisplayObject.js, line 31

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: Phaser.Component.ScaleMinMax#scaleMax 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: Phaser.Component.ScaleMinMax#scaleMin Source - gameobjects/components/ScaleMinMax.js, line 36

setHealth

Sets the health property of the Game Object to the given amount. Will never exceed the maxHealth value.

Inherited From: Phaser.Component.Health#setHealth Source - gameobjects/components/Health.js, line 70

shader:PhaserFilter

The shader that will be used to render this Sprite. Set to null to remove a current shader.

Inherited From: PIXI.Sprite#shader Default Value: - null

Source - pixi/display/Sprite.js, line 95

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 2216

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 2194

shadowFill:boolean

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

Source - gameobjects/Text.js, line 2260

shadowOffsetX:number

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

Source - gameobjects/Text.js, line 2150

shadowOffsetY:number

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

Source - gameobjects/Text.js, line 2172

shadowStroke:boolean

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

Source - gameobjects/Text.js, line 2238

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: Phaser.Component.Smoothed#smoothed Source - gameobjects/components/Smoothed.js, line 25

splitRegExp:Object

The Regular Expression that is used to split the text up into lines, in multi-line text. By default this is /(?:\r\n|\r|\n)/. You can change this RegExp to be anything else that you may need.

Source - gameobjects/Text.js, line 140

stroke:string

A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.

Source - gameobjects/Text.js, line 2035

strokeColors:array

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

Source - gameobjects/Text.js, line 101

strokeThickness:number

A number that represents the thickness of the stroke. Default is 0 (nostroke)

Source - gameobjects/Text.js, line 2057

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 1960

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 1691

<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 81

texture:PIXI.Texture

The texture that the sprite is using

Inherited From: PIXI.Sprite#texture Source

tint:Number

The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

Inherited From: PIXI.Sprite#tint Default Value: - 0xFFFFFF

Source - pixi/display/Sprite.js, line 56

tintedTexture:Canvas

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

Inherited From: PIXI.Sprite#tintedTexture Default Value: - null

Source - pixi/display/Sprite.js, line 75

top:number

The y coordinate of the Game Object. This is the same as y - offsetY.

Inherited From: Phaser.Component.Bounds#top Source

gameobjects/components/Bounds.js, line 146

transformCallback:function

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

Inherited From: Phaser.Component.ScaleMinMax#transformCallback Source - gameobjects/components/ScaleMinMax.js, line 20

transformCallbackContext:object

The context under which transformCallback is called.

Inherited From: Phaser.Component.ScaleMinMax#transformCallbackContext Source - gameobjects/components/ScaleMinMax.js, line 26

type:number

The const type of this object.

Source - gameobjects/Text.js, line 60

useAdvancedWrap:boolean

Will this Text object use Basic or Advanced Word Wrapping?

Advanced wrapping breaks long words if they are the first of a line, and repeats the process as necessary. White space is condensed (e.g.,consecutive spaces are replaced with one). Lines are trimmed of white space before processing.

It throws an error if wordWrapWidth is less than a single character.

Source - gameobjects/Text.js, line 132

visible:Boolean

The visibility of this DisplayObject. A value of false makes the object invisible. A value of true makes it visible. Please note that an object with a visible value of false is skipped during the render pass. Equally a DisplayObject with visible false will not render any of its children.

The value of this property does not reflect any visible values set further up the display list. To obtain that value please see the worldVisible property.

Inherited From: PIXI.DisplayObject#visible Source - pixi/display/DisplayObject.js, line 75

width:number

The width of the Text object in pixels. This is width of the Texture frame / the Text.resolution. The width of the Text. Setting this will modify the scale to achieve the value requested.

Source - gameobjects/Text.js, line 2282

wordWrap:boolean

Indicates if word wrap should be used.

Source - gameobjects/Text.js, line 2079

wordWrapWidth:number

The width at which text will wrap.

Source - gameobjects/Text.js, line 2101

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: Phaser.Component.Core#world Source

gameobjects/components/Core.js, line 246

<readonly> worldAlpha:Number

The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent. This value is the calculated total, based on the alpha values of all parents of this DisplayObjects in the display list.

To obtain, and set, the local alpha value, see the alpha property.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldAlpha Source - pixi/display/DisplayObject.js, line 119

<readonly> worldPosition:PIXIPoint

The coordinates, in pixels, of this DisplayObject within the world.

This property contains the calculated total, based on the positions of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldPosition Source - pixi/display/DisplayObject.js, line 150

<readonly> worldRotation:Number

The rotation, in radians, of this DisplayObject.

This property contains the calculated total, based on the rotations of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldRotation Source - pixi/display/DisplayObject.js, line 180

<readonly> worldScale:PIXIPoint

The global scale of this DisplayObject.

This property contains the calculated total, based on the scales of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

Inherited From: PIXI.DisplayObject#worldScale Source - pixi/display/DisplayObject.js, line 165

<readonly> worldTransform:PhaserMatrix

The current transform of this DisplayObject.

This property contains the calculated total, based on the transforms of all parents of this DisplayObject in the display list.

Note: This property is only updated at the end of the updateTransform call, once per render. Until that happens this property will contain values based on the previous frame. Be mindful of this if accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.

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

worldVisible:Boolean

Indicates if this DisplayObject is visible, based on it, and all of its parents, visible property values.

Inherited From: PIXI.DisplayObject#worldVisible Source - pixi/display/DisplayObject.js, line 663

x:Number

The horizontal position of the DisplayObject, in pixels, relative to its parent. If you need the world position of the DisplayObject, use DisplayObject.worldPosition instead.

Inherited From: PIXI.DisplayObject#x Source - pixi/display/DisplayObject.js, line 619

y:Number

The vertical position of the DisplayObject, in pixels, relative to its parent. If you need the world position of the DisplayObject, use DisplayObject.worldPosition instead.

Inherited From: PIXI.DisplayObject#y Source - pixi/display/DisplayObject.js, line 641

<readonly> 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. If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.

Inherited From: Phaser.Component.Core#z Source - gameobjects/components/Core.js, line 212

addChild(child)→ {PIXI.DisplayObject}

Adds a child to the container.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The DisplayObject to add to the container

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

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:

Phaser.Text-

This Text instance.

Source - gameobjects/Text.js, line 853

addFontStyle(style, position)→ {Phaser.Text}

Set specific font styles for certain characters within the Text.

It works by taking a font style value, which is a typical string such as normal, italic or oblique. The position value is the index of the character in the Text string to start applying this font style to. Once set the font style remains in use until either another font style or the end of the string is encountered. For example if the Text was Photon Storm and you did Text.addFontStyle('italic', 6) it would font style in the word Storm in italic.

If you wish to change the text font weight see addFontWeight instead.

Parameters:

Name

Type

Description

style

string

A canvas font-style that will be used on the text style eg normal, italic, oblique.

position

number

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

Returns:

Phaser.Text-

This Text instance.

Source - gameobjects/Text.js, line 903

addFontWeight(style, position)→ {Phaser.Text}

Set specific font weights for certain characters within the Text.

It works by taking a font weight value, which is a typical string such as normal, bold, bolder, etc. The position value is the index of the character in the Text string to start applying this font weight to. Once set the font weight remains in use until either another font weight or the end of the string is encountered. For example if the Text was Photon Storm and you did Text.addFontWeight('bold', 6) it would font weight in the word Storm in bold.

If you wish to change the text font style see addFontStyle instead.

Parameters:

Name

Type

Description

style

string

A canvas font-weight that will be used on the text weight eg normal, bold, bolder, lighter, etc.

position

number

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

Returns:

Phaser.Text-

This Text instance.

Source - gameobjects/Text.js, line 927

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:

Phaser.Text-

This Text instance.

Source - gameobjects/Text.js, line 877

alignIn(container, position, offsetX, offsetY)→ {Object}

Aligns this Game Object within another Game Object, or Rectangle, known as the 'container', to one of 9 possible positions.

The container must be a Game Object, or Phaser.Rectangle object. This can include properties such as World.bounds or Camera.view, for aligning Game Objects within the world and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, TileSprites or Buttons.

Please note that aligning a Sprite to another Game Object does not make it a child of the container. It simply modifies its position coordinates so it aligns with it.

The position constants you can use are:

Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER, Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER and Phaser.BOTTOM_RIGHT.

The Game Objects are placed in such a way that their bounds align with the container, taking into consideration rotation, scale and the anchor property. This allows you to neatly align Game Objects, irrespective of their position value.

The optional offsetX and offsetY arguments allow you to apply extra spacing to the final aligned position of the Game Object. For example:

sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)

Would align the sprite to the bottom-right, but moved 20 pixels in from the corner. Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place. So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive one expands it.

Parameters:

Name

Type

Argument

Default

Description

container

Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite

The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as World.bounds or Camera.view.

position

integer

<optional>

The position constant. One of Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER, Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT.

offsetX

integer

<optional>

0

A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

offsetY

integer

<optional>

0

A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

Returns:

Object-

This Game Object.

Inherited From: Phaser.Component.Bounds#alignIn Source - gameobjects/components/Bounds.js, line 223

alignTo(parent, position, offsetX, offsetY)→ {Object}

Aligns this Game Object to the side of another Game Object, or Rectangle, known as the 'parent', in one of 11 possible positions.

The parent must be a Game Object, or Phaser.Rectangle object. This can include properties such as World.bounds or Camera.view, for aligning Game Objects within the world and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, TileSprites or Buttons.

Please note that aligning a Sprite to another Game Object does not make it a child of the parent. It simply modifies its position coordinates so it aligns with it.

The position constants you can use are:

Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_TOP, Phaser.LEFT_CENTER, Phaser.LEFT_BOTTOM, Phaser.RIGHT_TOP, Phaser.RIGHT_CENTER, Phaser.RIGHT_BOTTOM, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER and Phaser.BOTTOM_RIGHT.

The Game Objects are placed in such a way that their bounds align with the parent, taking into consideration rotation, scale and the anchor property. This allows you to neatly align Game Objects, irrespective of their position value.

The optional offsetX and offsetY arguments allow you to apply extra spacing to the final aligned position of the Game Object. For example:

sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)

Would align the sprite to the bottom-right, but moved 20 pixels in from the corner. Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place. So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive one expands it.

Parameters:

Name

Type

Argument

Default

Description

parent

Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite

The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as World.bounds or Camera.view.

position

integer

<optional>

The position constant. One of Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_TOP, Phaser.LEFT_CENTER, Phaser.LEFT_BOTTOM, Phaser.RIGHT_TOP, Phaser.RIGHT_CENTER, Phaser.RIGHT_BOTTOM, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT.

offsetX

integer

<optional>

0

A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

offsetY

integer

<optional>

0

A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

Returns:

Object-

This Game Object.

Inherited From: Phaser.Component.Bounds#alignTo Source - gameobjects/components/Bounds.js, line 321

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.

clearColors()→ {Phaser.Text}

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

Returns:

Phaser.Text-

This Text instance.

Source - gameobjects/Text.js, line 821

clearFontValues()→ {Phaser.Text}

Clears any text styles or weights font that were set by addFontStyle or addFontWeight.

Returns:

Phaser.Text-

This Text instance.

Source - gameobjects/Text.js, line 837

contains(child)→ {Boolean}

Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

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: Phaser.Component.Crop#crop 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 237

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:

Phaser.Rectangle-

The framing rectangle

Source - gameobjects/Text.js, line 1655

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:

PIXI.DisplayObject-

The child at the given index, if any.

Inherited From: PIXI.DisplayObjectContainer#getChildAt Source - pixi/display/DisplayObjectContainer.js, line 153

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: PIXI.DisplayObjectContainer#getChildIndex Source - pixi/display/DisplayObjectContainer.js, line 112

getLocalBounds()→ {Rectangle}

Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration.

Returns:

Rectangle-

The rectangular bounding area

Inherited From: PIXI.Sprite#getLocalBounds Source - pixi/display/Sprite.js, line 324

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.

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.

You can use the new const Phaser.PENDING_ATLAS as the texture key for any sprite. Doing this then sets the key to be the frame argument (theframe is set to zero).

This allows you to create sprites using load.image during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data.

Note: You cannot use a RenderTexture as a texture for a TileSprite.

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: Phaser.Component.LoadTexture#loadTexture Source - gameobjects/components/LoadTexture.js, line 51

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.

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.

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: Phaser.Component.Overlap#overlap 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:

Phaser.Text-

This Text instance.

Source - gameobjects/Text.js, line 1310

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:

Phaser.Animation-

A reference to playing Animation.

Inherited From: Phaser.Component.Animation#play Source - gameobjects/components/Animation.js, line 31

<internal> postUpdate()

Internal method called by the World postUpdate cycle.

Inherited From: Phaser.Component.Core#postUpdate Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - gameobjects/components/Core.js, line 373

precalculateWordWrap(text)→ {array}

Runs the given text through the Text.runWordWrap function and returns the results as an array, where each element of the array corresponds to a wrapped line of text.

Useful if you wish to control pagination on long pieces of content.

Parameters:

Name

Type

Description

text

string

The text for which the wrapping will be calculated.

Returns:

array-

An array of strings with the pieces of wrapped text.

Source - gameobjects/Text.js, line 951

<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 210

removeChild(child)→ {PIXI.DisplayObject}

Removes a child from the container.

Parameters:

Name

Type

Description

child

PIXI.DisplayObject

The DisplayObject to remove

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

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: PIXI.DisplayObjectContainer#removeChildren Source - pixi/display/DisplayObjectContainer.js, line 213

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.

resetFrame()

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

Inherited From: Phaser.Component.LoadTexture#resetFrame Source - gameobjects/components/LoadTexture.js, line 237

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: Phaser.Component.LoadTexture#resizeFrame Source - gameobjects/components/LoadTexture.js, line 225

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>

100

The health to give the Game Object. Only set if the GameObject has the Health component.

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.

setCharacterLimit(characterLimit, suffix)

Sets the character limit of the text, with a suffix. If the text is longer than this limit, it is truncated and the suffix is appended.

Parameters:

Name

Type

Argument

Description

characterLimit

number

<optional>

The x coordinate of the Text Bounds region.

suffix

string

<optional>

The suffix to append to the truncated text.

Source - gameobjects/Text.js, line 1675

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: PIXI.DisplayObjectContainer#setChildIndex Source - pixi/display/DisplayObjectContainer.js, line 132

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: Phaser.Component.LoadTexture#setFrame Source - gameobjects/components/LoadTexture.js, line 155

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: Phaser.Component.ScaleMinMax#setScaleMinMax 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 isblack) 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:

Phaser.Text-

This Text instance.

Source - gameobjects/Text.js, line 251

setStyle(style, update)→ {Phaser.Text}

Set the style of the text by passing a single style object to it.

Parameters:

Name

Type

Argument

Default

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 (seetextBounds 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 (nostroke).

wordWrap

boolean

<optional>

false

Indicates if word wrap should be used.

wordWrapWidth

number

<optional>

100

The width in pixels at which text will wrap.

maxLines

number

<optional>

0

The maximum number of lines to be shown for wrapped text.

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.

update

boolean

<optional>

false

Immediately update the Text object after setting the new style? Or wait for the next frame.

Returns:

Phaser.Text-

This Text instance.

Source - gameobjects/Text.js, line 287

setText(text, immediate)→ {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.

Use the optional immediate argument if you need the Text display to update immediately.

If not it will re-create the texture of this Text object during the next time the render loop is called.

Parameters:

Name

Type

Argument

Default

Description

text

string

<optional>

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

immediate

boolean

<optional>

false

Update the texture used by this Text object immediately (true) or automatically during the next render loop (false).

Returns:

Phaser.Text-

This Text instance.

Source - gameobjects/Text.js, line 1276

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:

Phaser.Text-

This Text instance.

Source - gameobjects/Text.js, line 1371

setTexture(texture, destroy)

Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous texture this Sprite was using.

Parameters:

Name

Type

Argument

Default

Description

texture

PIXI.Texture

The PIXI texture that is displayed by the sprite

destroy

Boolean

<optional>

false

Call Texture.destroy on the current texture before replacing it with the new one?

Inherited From: PIXI.Sprite#setTexture Source - pixi/display/Sprite.js, line 172

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: PIXI.DisplayObjectContainer#swapChildren Source - pixi/display/DisplayObjectContainer.js, line 85

<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 227

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: Phaser.Component.Crop#updateCrop 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 676