## Phaser. BitmapText

#### new BitmapText(game, x, y, font, text, size, align)

  BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
  It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to
  match the font structure.

  BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
  to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by
  processing the font texture in an image editor, applying fills and any other effects required.

  To create multi-line text insert \r, \n or \r\n escape codes into the text string.

  If you are having performance issues due to the volume of sprites being rendered, and do not require the text to be constantly
  updating, you can use BitmapText.generateTexture to create a static texture from this BitmapText.

  To create a BitmapText data files you can use:

  BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
  Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
  Littera (Web-based, free): http://kvazars.com/littera/

  For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of
  converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson

  If you were using an older version of Phaser (< 2.4) and using the DOMish parser hack, please remove this. It isn't required any longer.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `game` | Phaser.Game |  |  | A reference to the currently running game.
  `x` | number |  |  | X coordinate to display the BitmapText object at.
  `y` | number |  |  | Y coordinate to display the BitmapText object at.
  `font` | string |  |  | The key of the BitmapText as stored in Phaser.Cache.
  `text` | string | <optional> | '' | The text that will be rendered. This can also be set later via BitmapText.text.
  `size` | number | <optional> | 32 | The size the font will be rendered at in pixels.
  `align` | string | <optional> | 'left' | The alignment of multi-line text. Has no effect if there is only one line of text.

  Source - gameobjects/BitmapText.js, line 54

### Extends

- PIXI.DisplayObjectContainer
- Phaser.Component.Core
- Phaser.Component.Angle
- Phaser.Component.AutoCull
- Phaser.Component.Bounds
- Phaser.Component.Destroy
- Phaser.Component.FixedToCamera
- Phaser.Component.InputEnabled
- Phaser.Component.InWorld
- Phaser.Component.LifeSpan
- Phaser.Component.PhysicsBody
- Phaser.Component.Reset

### Members

#### align :string

  Alignment for multi-line text ('left', 'center' or 'right'), does not affect single lines of text.

  Source - gameobjects/BitmapText.js, line 535

#### 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

#### anchor :Phaser.Point

  The anchor value of this BitmapText.

  Source - gameobjects/BitmapText.js, line 92

#### 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

#### animations :Phaser.AnimationManager

  If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.
  Through it you can create, play, pause and stop animations.

  Inherited From:
    - Phaser.Component.Core#animations
  Source - gameobjects/components/Core.js, line 193
  See:
    - 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

#### body :Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null

  `body` is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated
  properties and methods via it.

  By default Game Objects won't add themselves to any physics system and their `body` property will be `null`.

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

  You can alternatively call `game.physics.arcade.enable(object)`, or add this Game Object to a physics enabled Group.

  Important: Enabling a Game Object for P2 or Ninja physics will automatically set its `anchor` property to 0.5,
  so the physics body is centered on the Game Object.

  If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.

  ##### Type:

  - Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null
  Inherited From:
    - Phaser.Component.PhysicsBody#body
  Source - gameobjects/components/PhysicsBody.js, line 91

#### 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

#### 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 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

#### 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.

  ##### Type:

  - Array.<DisplayObject>
  Inherited From:
    - PIXI.DisplayObjectContainer#children
  Source - pixi/display/DisplayObjectContainer.js, line 17

#### <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 167

#### 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 160

#### debug :boolean

  A debug flag designed for use with `Game.enableStep`.

  Inherited From:
    - Phaser.Component.Core#debug
  Source - gameobjects/components/Core.js, line 218

#### <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

#### dirty :boolean

  The dirty state of this object.

  Source - gameobjects/BitmapText.js, line 153

#### events :Phaser.Events

  All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
  Game Object, or any of its components.

  Inherited From:
    - Phaser.Component.Core#events
  Source - gameobjects/components/Core.js, line 185
  See:
    - Phaser.Events

#### exists :boolean

  Controls if this Game Object is processed by the core game loop.
  If this Game Object has a physics body it also controls if its physics body is updated or not.
  When `exists` is set to `false` it will remove its physics body from the physics world if it has one.
  It also toggles the `visible` property to false as well.

  Setting `exists` to true will add its physics body back in to the physics world, if it has one.
  It will also set the `visible` property to `true`.

  Inherited From:
    - Phaser.Component.Core#exists
  Source - gameobjects/components/Core.js, line 284

#### fixedToCamera :boolean

  A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.

  The values are adjusted at the rendering stage, overriding the Game Objects actual world position.

  The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world
  the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times
  regardless where in the world the camera is.

  The offsets are stored in the `cameraOffset` property.

  Note that the `cameraOffset` values are in addition to any parent of this Game Object on the display list.

  Be careful not to set `fixedToCamera` on Game Objects which are in Groups that already have `fixedToCamera` enabled on them.

  Inherited From:
    - Phaser.Component.FixedToCamera#fixedToCamera
  Source - gameobjects/components/FixedToCamera.js, line 56

#### font :string

  The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.

  Source - gameobjects/BitmapText.js, line 579

#### fontSize :number

  The size of the font in pixels.

  Source - gameobjects/BitmapText.js, line 602

#### <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 248

#### game :Phaser.Game

  A reference to the currently running Game.

  Inherited From:
    - Phaser.Component.Core#game
  Source - gameobjects/components/Core.js, line 142

#### height :Number

  The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

  Inherited From:
    - PIXI.DisplayObjectContainer#height
  Source - pixi/display/DisplayObjectContainer.js, line 600

#### 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.

  ##### Type:

  - Phaser.InputHandler | null
  Inherited From:
    - Phaser.Component.InputEnabled#input
  Source - gameobjects/components/InputEnabled.js, line 24

#### inputEnabled :boolean

  By default a Game Object won't process any input events. By setting `inputEnabled` to true a Phaser.InputHandler is created
  for this Game Object and it will then start to process click / touch events and more.

  You can then access the Input Handler via `this.input`.

  Note that Input related events are dispatched from `this.events`, i.e.: `events.onInputDown`.

  If you set this property to false it will stop the Input Handler from processing any more input events.

  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

#### key :string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture

  The key of the image or texture used by this Game Object during rendering.
  If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
  It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
  If a Game Object is created without a key it is automatically assigned the key `__default` which is a 32x32 transparent PNG stored within the Cache.
  If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key `__missing` which is a 32x32 PNG of a green box with a line through it.

  ##### Type:

  - string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture
  Inherited From:
    - Phaser.Component.Core#key
  Source - gameobjects/components/Core.js, line 203

#### 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

#### maxWidth :number

  The maximum display width of this BitmapText in pixels.

  If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped
  based on the last whitespace character found in the line.

  If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.

  Disable maxWidth by setting the value to 0. The maximum width of this BitmapText in pixels.

  Source - gameobjects/BitmapText.js, line 648

#### 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 150

#### <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

#### 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 259

#### <readonly> physicsType :number

  The const physics body type of this object.

  Source - gameobjects/BitmapText.js, line 75

#### <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 225

#### <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 232

#### <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 240

#### 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

#### smoothed :boolean

  Enable or disable texture smoothing for this BitmapText.

  The smoothing is applied to the BaseTexture of this font, which all letters of the text reference.

  Smoothing is enabled by default.

  Source - gameobjects/BitmapText.js, line 681

#### text :string

  The text to be displayed by this BitmapText object.

  Source - gameobjects/BitmapText.js, line 626

#### <readonly> textHeight :number

  The height in pixels of the overall text area, taking into consideration multi-line text.

  Source - gameobjects/BitmapText.js, line 87

#### <readonly> textWidth :number

  The width in pixels of the overall text area, taking into consideration multi-line text.

  Source - gameobjects/BitmapText.js, line 81

#### tint :number

  The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)

  Source - gameobjects/BitmapText.js, line 557

#### 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

#### <readonly> type :number

  The const type of this object.

  Source - gameobjects/BitmapText.js, line 69

#### width :Number

  The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

  Inherited From:
    - PIXI.DisplayObjectContainer#width
  Source - pixi/display/DisplayObjectContainer.js, line 571

#### 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 211

#### x :number

  The position of the Game Object on the x axis relative to the local coordinates of the parent.

  Inherited From:
    - Phaser.Component.PhysicsBody#x
  Source - gameobjects/components/PhysicsBody.js, line 98

#### y :number

  The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

#### <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 177

### Methods

#### addChild(child) → {DisplayObject}

  Adds a child to the container.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `child` | DisplayObject | The DisplayObject to add to the container

  ##### Returns:

  DisplayObject -

  The child that was added.

  Inherited From:
    - PIXI.DisplayObjectContainer#addChild
  Source - pixi/display/DisplayObjectContainer.js, line 42

#### addChildAt(child, index) → {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` | DisplayObject | The child to add
  `index` | Number | The index to place the child in

  ##### Returns:

  DisplayObject -

  The child that was added.

  Inherited From:
    - PIXI.DisplayObjectContainer#addChildAt
  Source - pixi/display/DisplayObjectContainer.js, line 55

#### 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

#### cleanText(text, replace) → {string}

  Given a text string this will scan each character in the string to ensure it exists
  in the BitmapText font data. If it doesn't the character is removed, or replaced with the `replace` argument.

  If no font data has been loaded at all this returns an empty string, as nothing can be rendered.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `text` | string |  |  | The text to parse.
  `replace` | string | <optional> | '' | The replacement string for any missing characters.

  ##### Returns:

  string -

  The cleaned text string.

  Source - gameobjects/BitmapText.js, line 312

#### 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` | DisplayObject | -

  ##### Returns:

  Boolean -
  Inherited From:
    - PIXI.DisplayObjectContainer#contains
  Source - pixi/display/DisplayObjectContainer.js, line 449

#### destroy(destroyChildren, destroyTexture)

  Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if present
  and nulls its reference to `game`, freeing it up for garbage collection.

  If this Game Object has the Events component it will also dispatch the `onDestroy` event.

  You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you've
  more than one Game Object sharing the same BaseTexture.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `destroyChildren` | boolean | <optional> | true | Should every child of this object have its destroy method called as well?
  `destroyTexture` | boolean | <optional> | false | Destroy the BaseTexture this Game Object is using? Note that if another Game Object is sharing the same BaseTexture it will invalidate it.

  Inherited From:
    - Phaser.Component.Destroy#destroy
  Source - gameobjects/components/Destroy.js, line 37

#### getBounds(targetCoordinateSpace) → {Rectangle}

  Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `targetCoordinateSpace` | PIXIDisplayObject | PIXIMatrix | <optional> | Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object.

  ##### Returns:

  Rectangle -

  The rectangular bounding area

  Inherited From:
    - PIXI.DisplayObjectContainer#getBounds
  Source - pixi/display/DisplayObjectContainer.js, line 280

#### getChildAt(index) → {DisplayObject}

  Returns the child at the specified index

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `index` | Number | The index to get the child from

  ##### Returns:

  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` | 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 displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration.

  ##### Returns:

  Rectangle -

  The rectangular bounding area

  Inherited From:
    - PIXI.DisplayObjectContainer#getLocalBounds
  Source - pixi/display/DisplayObjectContainer.js, line 437

#### kill() → {PIXI.DisplayObject}

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

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

  Note that killing a Game Object is a way for you to quickly recycle it in an object pool,
  it doesn't destroy the object or free it up from memory.

  If you don't need this Game Object any more you should call `destroy` instead.

  ##### Returns:

  PIXI.DisplayObject -

  This instance.

  Inherited From:
    - Phaser.Component.LifeSpan#kill
  Source - gameobjects/components/LifeSpan.js, line 113

#### postUpdate()

  Automatically called by World.preUpdate.

  Source - gameobjects/BitmapText.js, line 198

#### preUpdate() → {boolean}

  Automatically called by World.preUpdate.

  ##### Returns:

  boolean -

  True if the BitmapText was rendered, otherwise false.

  Source - gameobjects/BitmapText.js, line 187

#### purgeGlyphs() → {integer}

  If a BitmapText changes from having a large number of characters to having very few characters it will cause lots of
  Sprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list they
  still take up memory while sat in the glyphs pool waiting to be re-used in the future.

  If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the pool
  by calling this method.

  Calling this doesn't prevent you from increasing the length of the text again in the future.

  ##### Returns:

  integer -

  The amount of glyphs removed from the pool.

  Source - gameobjects/BitmapText.js, line 477

#### removeChild(child) → {DisplayObject}

  Removes a child from the container.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `child` | DisplayObject | The DisplayObject to remove

  ##### Returns:

  DisplayObject -

  The child that was removed.

  Inherited From:
    - PIXI.DisplayObjectContainer#removeChild
  Source - pixi/display/DisplayObjectContainer.js, line 171

#### removeChildAt(index) → {DisplayObject}

  Removes a child from the specified index position.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `index` | Number | The index to get the child from

  ##### Returns:

  DisplayObject -

  The child that was removed.

  Inherited From:
    - PIXI.DisplayObjectContainer#removeChildAt
  Source - pixi/display/DisplayObjectContainer.js, line 191

#### 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.

  ##### Returns:

  PIXI.DisplayObject -

  This instance.

  Inherited From:
    - Phaser.Component.Reset#reset
  Source - gameobjects/components/Reset.js, line 30

#### 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.

  ##### Returns:

  PIXI.DisplayObject -

  This instance.

  Inherited From:
    - Phaser.Component.LifeSpan#revive
  Source - gameobjects/components/LifeSpan.js, line 78

#### setChildIndex(child, index)

  Changes the position of an existing child in the display object container

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `child` | 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

#### setText(text)

  The text to be displayed by this BitmapText object.

  It's faster to use `BitmapText.text = string`, but this is kept for backwards compatibility.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `text` | string | The text to be displayed by this BitmapText object.

  Source - gameobjects/BitmapText.js, line 217

#### swapChildren(child, child2)

  Swaps the position of 2 Display Objects within this container.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `child` | DisplayObject | -
  `child2` | DisplayObject | -

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

#### update()

  Override this method in your own custom objects to handle any update requirements.
  It is called immediately after `preUpdate` and before `postUpdate`.
  Remember if this Game Object has any children you should call update on those too.

  Inherited From:
    - Phaser.Component.Core#update
  Source - gameobjects/components/Core.js, line 328