Text
A Text Game Object.
Text objects work by creating their own internal hidden Canvas and then renders text to it using the standard Canvas fillText API. It then creates a texture from this canvas which is rendered to your game during the render pass.
Because it uses the Canvas API you can take advantage of all the features this offers, such as applying gradient fills to the text, or strokes, shadows and more. You can also use custom fonts loaded externally, such as Google or TypeKit Web fonts.
Important: The font name must be quoted if it contains certain combinations of digits or special characters, either when creating the Text object, or when setting the font via setFont or setFontFamily, e.g.:
this.add.text(0, 0, 'Hello World', { fontFamily: 'Georgia, "Goudy Bookletter 1911", Times, serif' });
this.add.text(0, 0, 'Hello World', { font: '"Press Start 2P"' });
You can only display fonts that are currently loaded and available to the browser: therefore fonts must be pre-loaded. Phaser does not do this for you, so you will require the use of a 3rd party font loader, or have the fonts readily available in the CSS on the page in which your Phaser game resides.
See this for the available default fonts across mobile browsers.
A note on performance: Every time the contents of a Text object changes, i.e. changing the text being displayed, or the style of the text, it needs to remake the Text canvas, and if on WebGL, re-upload the new texture to the GPU. This can be an expensive operation if used often, or with large quantities of Text objects in your game. If you run into performance issues you would be better off using Bitmap Text instead, as it benefits from batching and avoids expensive Canvas API calls.
Constructor
new Text(scene, x, y, text, style)
Parameters
| name | type | optional | description |
|---|---|---|---|
| scene | Phaser.Scene | No | The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. |
| x | number | No | The horizontal position of this Game Object in the world. |
| y | number | No | The vertical position of this Game Object in the world. |
| text | string | Array.<string> | No | The text this Text object will display. |
| style | Phaser.Types.GameObjects.Text.TextStyle | No | The text style configuration object. |
Scope: static
Extends
Phaser.GameObjects.GameObject
Phaser.GameObjects.Components.Alpha
Phaser.GameObjects.Components.BlendMode
Phaser.GameObjects.Components.ComputedSize
Phaser.GameObjects.Components.Crop
Phaser.GameObjects.Components.Depth
Phaser.GameObjects.Components.Flip
Phaser.GameObjects.Components.GetBounds
Phaser.GameObjects.Components.Mask
Phaser.GameObjects.Components.Origin
Phaser.GameObjects.Components.RenderNodes
Phaser.GameObjects.Components.ScrollFactor
Phaser.GameObjects.Components.Tint
Phaser.GameObjects.Components.Transform
Phaser.GameObjects.Components.Visible
Source: src/gameobjects/text/Text.js#L20
Since: 3.0.0
Inherited Members
From Phaser.GameObjects.Components.Alpha:
From Phaser.GameObjects.Components.BlendMode:
From Phaser.GameObjects.Components.ComputedSize:
From Phaser.GameObjects.Components.Crop:
From Phaser.GameObjects.Components.Depth:
From Phaser.GameObjects.Components.Filters:
- filterCamera
- filters
- filtersAutoFocus
- filtersFocusContext
- filtersForceComposite
- maxFilterSize
- renderFilters
From Phaser.GameObjects.Components.Flip:
From Phaser.GameObjects.Components.Mask:
From Phaser.GameObjects.Components.Origin:
From Phaser.GameObjects.Components.RenderNodes:
From Phaser.GameObjects.Components.ScrollFactor:
From Phaser.GameObjects.Components.Tint:
From Phaser.GameObjects.Components.Transform:
From Phaser.GameObjects.Components.Visible:
From Phaser.GameObjects.GameObject:
- active
- body
- cameraFilter
- data
- displayList
- ignoreDestroy
- input
- isDestroyed
- name
- parentContainer
- renderFlags
- scene
- state
- tabIndex
- type
- vertexRoundMode
Public Members
autoRound
autoRound: boolean
Description:
Whether to automatically round line positions.
Source: src/gameobjects/text/Text.js#L160
Since: 3.0.0
canvas
canvas: HTMLCanvasElement
Description:
The canvas element that the text is rendered to.
Source: src/gameobjects/text/Text.js#L131
Since: 3.0.0
context
context: CanvasRenderingContext2D
Description:
The context of the canvas element that the text is rendered to.
Source: src/gameobjects/text/Text.js#L140
Since: 3.0.0
height
height: number
Description:
The height of this Text object.
Overrides: Phaser.GameObjects.Components.ComputedSize#height
Source: src/gameobjects/text/Text.js#L211
Since: 3.0.0
letterSpacing
letterSpacing: number
Description:
Adds / Removes spacing between characters. Can be a negative or positive number.
If you update this property directly, instead of using the setLetterSpacing method, then be sure to call updateText after, or you won't see the change reflected in the Text object.
Source: src/gameobjects/text/Text.js#L235
Since: 3.60.0
lineSpacing
lineSpacing: number
Description:
The line spacing value. This value is added to the font height to calculate the overall line height. Only has an effect if this Text object contains multiple lines of text.
If you update this property directly, instead of using the setLineSpacing method, then be sure to call updateText after, or you won't see the change reflected in the Text object.
Source: src/gameobjects/text/Text.js#L221
Since: 3.13.0
padding
padding: Phaser.Types.GameObjects.Text.TextPadding
Description:
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 the browser is unable to accurately determine the true font dimensions.
Source: src/gameobjects/text/Text.js#L191
Since: 3.0.0
renderer
renderer: Phaser.Renderer.Canvas.CanvasRenderer, Phaser.Renderer.WebGL.WebGLRenderer
Description:
The renderer in use by this Text object.
Source: src/gameobjects/text/Text.js#L118
Since: 3.12.0
splitRegExp
splitRegExp: object
Description:
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: src/gameobjects/text/Text.js#L170
Since: 3.0.0
style
style: Phaser.GameObjects.TextStyle
Description:
The Text Style object.
Manages the style of this Text object.
Source: src/gameobjects/text/Text.js#L149
Since: 3.0.0
text
text: string
Description:
The text string being rendered by this Text Game Object.
Source: src/gameobjects/text/Text.js#L1518
Since: 3.0.0
width
width: number
Description:
The width of this Text object.
Overrides: Phaser.GameObjects.Components.ComputedSize#width
Source: src/gameobjects/text/Text.js#L201
Since: 3.0.0
Inherited Methods
From Phaser.Events.EventEmitter:
- addListener
- emit
- eventNames
- listenerCount
- listeners
- off
- on
- once
- removeAllListeners
- removeListener
- shutdown
From Phaser.GameObjects.Components.Alpha:
From Phaser.GameObjects.Components.BlendMode:
From Phaser.GameObjects.Components.ComputedSize:
From Phaser.GameObjects.Components.Crop:
From Phaser.GameObjects.Components.Depth:
From Phaser.GameObjects.Components.Filters:
- enableFilters
- focusFilters
- focusFiltersOnCamera
- focusFiltersOverride
- renderWebGLFilters
- setFiltersAutoFocus
- setFiltersFocusContext
- setFiltersForceComposite
- setFilterSize
- setRenderFilters
- willRenderFilters
From Phaser.GameObjects.Components.Flip:
From Phaser.GameObjects.Components.GetBounds:
- getBottomCenter
- getBottomLeft
- getBottomRight
- getBounds
- getCenter
- getLeftCenter
- getRightCenter
- getTopCenter
- getTopLeft
- getTopRight
From Phaser.GameObjects.Components.Mask:
From Phaser.GameObjects.Components.Origin:
From Phaser.GameObjects.Components.RenderNodes:
From Phaser.GameObjects.Components.RenderSteps:
From Phaser.GameObjects.Components.ScrollFactor:
From Phaser.GameObjects.Components.Tint:
From Phaser.GameObjects.Components.Transform:
- copyPosition
- getLocalPoint
- getLocalTransformMatrix
- getParentRotation
- getWorldPoint
- getWorldTransformMatrix
- setAngle
- setPosition
- setRandomPosition
- setRotation
- setScale
- setW
- setX
- setY
- setZ
From Phaser.GameObjects.Components.Visible:
From Phaser.GameObjects.GameObject:
- addedToScene
- addToDisplayList
- addToUpdateList
- destroy
- disableInteractive
- getData
- getDisplayList
- getIndexList
- incData
- removedFromScene
- removeFromDisplayList
- removeFromUpdateList
- removeInteractive
- setActive
- setData
- setDataEnabled
- setInteractive
- setName
- setState
- setVertexRoundMode
- toggleData
- update
- willRender
- willRoundVertices
Public Methods
advancedWordWrap
<instance> advancedWordWrap(text, context, wordWrapWidth)
Description:
Advanced wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds. Consecutive spaces will be collapsed and replaced with a single space. Lines will be trimmed of white space before processing. Throws an error if wordWrapWidth is less than a single character.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| text | string | No | The text to perform word wrap detection against. |
| context | CanvasRenderingContext2D | No | The Canvas Rendering Context. |
| wordWrapWidth | number | No | The word wrap width. |
Returns: string - The wrapped text.
Source: src/gameobjects/text/Text.js#L410
Since: 3.0.0
appendText
<instance> appendText(value, [addCR])
Description:
Appends the given text to the content already being displayed by this Text object.
An array of strings will be joined with \n line breaks.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| value | string | Array.<string> | No | The string, or array of strings, to be appended to the existing content of this Text object. | |
| addCR | boolean | Yes | true | Insert a carriage-return before the string value. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L661
Since: 3.60.0
basicWordWrap
<instance> basicWordWrap(text, context, wordWrapWidth)
Description:
Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds. Spaces are not collapsed and whitespace is not trimmed.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| text | string | No | The text to perform word wrap detection against. |
| context | CanvasRenderingContext2D | No | The Canvas Rendering Context. |
| wordWrapWidth | number | No | The word wrap width. |
Returns: string - The wrapped text.
Source: src/gameobjects/text/Text.js#L534
Since: 3.0.0
getTextMetrics
<instance> getTextMetrics()
Description:
Get the current text metrics.
Returns: Phaser.Types.GameObjects.Text.TextMetrics - The text metrics.
Source: src/gameobjects/text/Text.js#L1505
Since: 3.0.0
getWrappedText
<instance> getWrappedText([text])
Description:
Runs the given text through this Text objects word wrapping and returns the results as an array, where each element of the array corresponds to a wrapped line of text.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| text | string | Yes | The text for which the wrapping will be calculated. If unspecified, the Text objects current text will be used. |
Returns: Array.<string> - An array of strings with the pieces of wrapped text.
Source: src/gameobjects/text/Text.js#L605
Since: 3.0.0
initRTL
<instance> initRTL()
Description:
Initialize right to left text.
Source: src/gameobjects/text/Text.js#L331
Since: 3.0.0
preDestroy
<instance> preDestroy()
Description:
Internal destroy handler, called as part of the destroy process.
Access: protected
Source: src/gameobjects/text/Text.js#L1570
Since: 3.0.0
runWordWrap
<instance> runWordWrap(text)
Description:
Applies word wrapping to the given text and returns the result. If a custom word wrap callback has been set, it will be invoked. Otherwise, the advanced or basic word wrap algorithm will be used, depending on the style configuration. If no word wrap settings are active, the original text is returned unchanged.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| text | string | No | The text to perform word wrap detection against. |
Returns: string - The text after wrapping has been applied.
Source: src/gameobjects/text/Text.js#L365
Since: 3.0.0
setAlign
<instance> setAlign([align])
Description:
Set the alignment of the text in this Text object.
The argument can be one of: left, right, center or justify.
Alignment only works if the Text object has more than one line of text.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| align | string | Yes | "'left'" | The text alignment for multi-line text. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L1040
Since: 3.0.0
setBackgroundColor
<instance> setBackgroundColor(color)
Description:
Set the background color.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| color | string | No | The background color. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L841
Since: 3.0.0
setColor
<instance> setColor(color)
Description:
Set the text fill color.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| color | string | CanvasGradient | CanvasPattern | No |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L876
Since: 3.0.0
setFill
<instance> setFill(color)
Description:
Set the fill style to be used by the Text object.
This can be any valid CanvasRenderingContext2D fillStyle value, such as a color (in hex, rgb, rgba, hsl or named values), a gradient or a pattern.
See the MDN fillStyle docs for more details.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| color | string | CanvasGradient | CanvasPattern | No |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L856
Since: 3.0.0
setFixedSize
<instance> setFixedSize(width, height)
Description:
Set a fixed width and height for the text.
Pass in 0 for either of these parameters to disable fixed width or height respectively.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| width | number | No | The fixed width to set. 0 disables fixed width. |
| height | number | No | The fixed height to set. 0 disables fixed height. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L823
Since: 3.0.0
setFont
<instance> setFont(font)
Description:
Set the font.
If a string is given, the font family is set.
If an object is given, the fontFamily, fontSize and fontStyle properties of that object are set.
Important: The font name must be quoted if it contains certain combinations of digits or special characters:
Text.setFont('"Press Start 2P"');
Equally, if you wish to provide a list of fallback fonts, then you should ensure they are all quoted properly, too:
Text.setFont('Georgia, "Goudy Bookletter 1911", Times, serif');
Parameters:
| name | type | optional | description |
|---|---|---|---|
| font | string | No | The font family or font settings to set. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L726
Since: 3.0.0
setFontFamily
<instance> setFontFamily(family)
Description:
Set the font family.
Important: The font name must be quoted if it contains certain combinations of digits or special characters:
Text.setFontFamily('"Press Start 2P"');
Equally, if you wish to provide a list of fallback fonts, then you should ensure they are all quoted properly, too:
Text.setFontFamily('Georgia, "Goudy Bookletter 1911", Times, serif');
Parameters:
| name | type | optional | description |
|---|---|---|---|
| family | string | No | The font family. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L762
Since: 3.0.0
setFontSize
<instance> setFontSize(size)
Description:
Set the font size. Can be a string with a valid CSS unit, i.e. 16px, or a number.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| size | string | number | No | The font size. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L793
Since: 3.0.0
setFontStyle
<instance> setFontStyle(style)
Description:
Set the font style.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| style | string | No | The font style. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L808
Since: 3.0.0
setLetterSpacing
<instance> setLetterSpacing(value)
Description:
Sets the letter spacing value.
This will add, or remove spacing between each character of this Text Game Object. The value can be either positive or negative. Positive values increase the space between each character, whilst negative values decrease it. Note that some fonts are spaced naturally closer together than others.
Please understand that enabling this feature will cause Phaser to render each character in this Text object one by one, rather than use a draw for the whole string. This makes it extremely expensive when used with either long strings, or lots of strings in total. You will be better off creating bitmap font text if you need to display large quantities of characters with fine control over the letter spacing.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | number | No | The amount to add to the letter width. Set to zero to disable. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L1099
Since: 3.70.0
setLineSpacing
<instance> setLineSpacing(value)
Description:
Sets the line spacing value.
This value is added to the height of the font when calculating the overall line height. This only has an effect if this Text object consists of multiple lines of text.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | number | No | The amount to add to the font height to achieve the overall line height. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L1079
Since: 3.13.0
setMaxLines
<instance> setMaxLines([max])
Description:
Set the maximum number of lines to draw.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| max | number | Yes | 0 | The maximum number of lines to draw. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L1192
Since: 3.0.0
setPadding
<instance> setPadding(left, [top], [right], [bottom])
Description:
Sets the padding applied around the text content when calculating the canvas size.
The first argument can be either a number or a padding configuration object. When a number is given, it is applied to all four sides unless the other arguments override them. When an object is given, you can specify left, right, top, and bottom individually, or use x to set both left and right simultaneously, and y to set both top and bottom.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| left | number | Phaser.Types.GameObjects.Text.TextPadding | No | The left padding value, or a padding config object. |
| top | number | Yes | The top padding value. |
| right | number | Yes | The right padding value. |
| bottom | number | Yes | The bottom padding value. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L1125
Since: 3.0.0
setResolution
<instance> setResolution(value)
Description:
Set the resolution of the Texture used by this Text object.
Setting resolution above 1 is useful only if you're scaling up this Text object (or an ancestor) or zooming a Camera on it. Otherwise, any extra detail in the Texture would just be lost during rendering.
Please use with caution, as the more high-resolution Text you have, the more memory it uses.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | number | No | The resolution for this Text object to use, relative to 1. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L1059
Since: 3.12.0
setRTL
<instance> setRTL([rtl])
Description:
Render text from right-to-left or left-to-right.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| rtl | boolean | Yes | true | Set to true to render from right-to-left. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L1207
Since: 3.70.0
setShadow
<instance> setShadow([x], [y], [color], [blur], [shadowStroke], [shadowFill])
Description:
Set the shadow settings.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| x | number | Yes | 0 | The horizontal shadow offset. |
| y | number | Yes | 0 | The vertical shadow offset. |
| color | string | Yes | "'#000'" | The shadow color. |
| blur | number | Yes | 0 | The shadow blur radius. |
| shadowStroke | boolean | Yes | false | Whether to stroke the shadow. |
| shadowFill | boolean | Yes | true | Whether to fill the shadow. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L907
Since: 3.0.0
setShadowBlur
<instance> setShadowBlur(blur)
Description:
Set the shadow blur radius.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| blur | number | No | The shadow blur radius. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L958
Since: 3.0.0
setShadowColor
<instance> setShadowColor(color)
Description:
Set the shadow color.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| color | string | No | The shadow color. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L943
Since: 3.0.0
setShadowFill
<instance> setShadowFill(enabled)
Description:
Enable or disable shadow fill.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| enabled | boolean | No | Whether shadow fill is enabled or not. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L988
Since: 3.0.0
setShadowOffset
<instance> setShadowOffset(x, y)
Description:
Set the shadow offset.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| x | number | No | The horizontal shadow offset. |
| y | number | No | The vertical shadow offset. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L927
Since: 3.0.0
setShadowStroke
<instance> setShadowStroke(enabled)
Description:
Enable or disable shadow stroke.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| enabled | boolean | No | Whether shadow stroke is enabled or not. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L973
Since: 3.0.0
setStroke
<instance> setStroke(color, thickness)
Description:
Set the stroke settings.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| color | string | CanvasGradient | CanvasPattern | No |
| thickness | number | No | The stroke thickness. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L891
Since: 3.0.0
setStyle
<instance> setStyle(style)
Description:
Set the text style.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| style | object | No | The style settings to set. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L702
Since: 3.0.0
setText
<instance> setText(value)
Description:
Set the text to display.
An array of strings will be joined with \n line breaks.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | string | Array.<string> | No | The string, or array of strings, to be set as the content of this Text object. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L627
Since: 3.0.0
setWordWrapCallback
<instance> setWordWrapCallback(callback, [scope])
Description:
Set a custom callback for wrapping lines. Pass in null to remove wrapping by callback.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| callback | TextStyleWordWrapCallback | No | A custom function that will be responsible for wrapping the text. It will receive two arguments: text (the string to wrap), textObject (this Text instance). It should return the wrapped lines either as an array of lines or as a string with newline characters in place to indicate where breaks should happen. | |
| scope | object | Yes | null | The scope that will be applied when the callback is invoked. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L1021
Since: 3.0.0
setWordWrapWidth
<instance> setWordWrapWidth(width, [useAdvancedWrap])
Description:
Set the width (in pixels) to use for wrapping lines. Pass in null to remove wrapping by width.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| width | number | null | No | The maximum width of a line in pixels. Set to null to remove wrapping. | |
| useAdvancedWrap | boolean | Yes | false | Whether or not to use the advanced wrapping algorithm. If true, spaces are collapsed and whitespace is trimmed from lines. If false, spaces and whitespace are left as is. |
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L1003
Since: 3.0.0
toJSON
<instance> toJSON()
Description:
Build a JSON representation of the Text object.
Overrides: Phaser.GameObjects.GameObject#toJSON
Returns: Phaser.Types.GameObjects.JSONGameObject - A JSON representation of the Text object.
Source: src/gameobjects/text/Text.js#L1539
Since: 3.0.0
updateText
<instance> updateText()
Description:
Recalculates and re-renders the text content onto the internal canvas. This is called automatically whenever the text string or any style property changes. It handles word wrapping, text sizing, multi-line layout, alignment, shadows, stroke, and letter spacing. If the renderer is WebGL, the updated canvas is re-uploaded to the GPU as a new texture. You should call this manually only if you have updated lineSpacing or letterSpacing directly without using their corresponding setter methods.
Returns: Phaser.GameObjects.Text - This Text object.
Source: src/gameobjects/text/Text.js#L1256
Since: 3.0.0