## 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 (see `textBounds` 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 (no stroke).
  `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

- Phaser.Sprite

### 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 1870

#### 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 :Point

  The anchor sets the origin point of the texture.
  The default is 0,0 this means the texture's origin is the top left
  Setting than anchor to 0.5,0.5 means the textures origin is centered
  Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner

  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

#### 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

#### 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 82

#### 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

#### boundsAlignH :string

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

  Source - gameobjects/Text.js, line 1946

#### boundsAlignV :string

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

  Source - gameobjects/Text.js, line 1969

#### 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

#### 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

#### 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

#### 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 167

#### 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 1682

#### 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 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> 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.

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

#### exists :Boolean

  Controls if this Sprite is processed by the core Phaser game loops and Group loops.

  Inherited From:
    - PIXI.Sprite#exists
  Default Value:
    - true
  Source - pixi/display/Sprite.js, line 103

#### fill :object

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

  Source - gameobjects/Text.js, line 1848

#### 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

  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 1708

#### 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 1743

#### fontStyle :string

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

  Source - gameobjects/Text.js, line 1806

#### 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 1827

#### fontWeight :string

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

  Source - gameobjects/Text.js, line 1785

#### 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 254

#### 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 279

#### <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

#### 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. Setting this will modify the scale to achieve the value requested.

  Source - gameobjects/Text.js, line 2264

#### 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

#### lineSpacing :number

  Additional spacing (in pixels) between each line of text if multi-line.

  Source - gameobjects/Text.js, line 2080

#### 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 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

#### 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

#### 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/Text.js, line 66

#### <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

#### 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 1895

#### 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

#### 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 :PIXI.AbstractFilter

  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 93

#### 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 2173

#### 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 2151

#### shadowFill :boolean

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

  Source - gameobjects/Text.js, line 2217

#### shadowOffsetX :number

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

  Source - gameobjects/Text.js, line 2107

#### shadowOffsetY :number

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

  Source - gameobjects/Text.js, line 2129

#### shadowStroke :boolean

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

  Source - gameobjects/Text.js, line 2195

#### 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

#### stroke :string

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

  Source - gameobjects/Text.js, line 1992

#### 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 (no stroke)

  Source - gameobjects/Text.js, line 2014

#### 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 1919

#### 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 1651

#### <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 - pixi/display/Sprite.js, line 28

#### 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 54

#### 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 73

#### 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

#### width :number

  The width of the Text. Setting this will modify the scale to achieve the value requested.

  Source - gameobjects/Text.js, line 2239

#### wordWrap :boolean

  Indicates if word wrap should be used.

  Source - gameobjects/Text.js, line 2036

#### wordWrapWidth :number

  The width at which text will wrap.

  Source - gameobjects/Text.js, line 2058

#### 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

#### 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 829

#### 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 879

#### 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 903

#### 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 853

#### 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.

  ##### Returns:

  PIXI.DisplayObject -

  This instance.

  Inherited From:
    - Phaser.Component.BringToTop#bringToTop
  Source - gameobjects/components/BringToTop.js, line 24

#### 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 797

#### 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 813

#### 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

#### 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 217

#### 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 1631

#### 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 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 315

#### 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

#### 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 (the frame 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.

  ##### Returns:

  PIXI.DisplayObject -

  This instance.

  Inherited From:
    - Phaser.Component.BringToTop#moveDown
  Source - gameobjects/components/BringToTop.js, line 87

#### 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.

  ##### Returns:

  PIXI.DisplayObject -

  This instance.

  Inherited From:
    - Phaser.Component.BringToTop#moveUp
  Source - gameobjects/components/BringToTop.js, line 66

#### 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 1286

#### 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 338

#### 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 927

#### <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 190

#### 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

#### 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 232

#### 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 220

#### 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

#### 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.

  ##### Returns:

  PIXI.DisplayObject -

  This instance.

  Inherited From:
    - Phaser.Component.BringToTop#sendToBack
  Source - gameobjects/components/BringToTop.js, line 45

#### 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

#### 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 is black) 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 231

#### 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 (see `textBounds` 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 (no stroke).
  `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 267

#### 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 1252

#### 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 1347

#### 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 163

#### 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

#### <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 207

#### 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 652