Creates a new Text Game Object and adds it to the Scene.
A Text Game Object.
Text objects work by creating their own internal hidden Canvas and then renders text to it using
the standard Canvas
fillText API. It then creates a texture from this canvas which is rendered
to your game during the render pass.
Because it uses the Canvas API you can take advantage of all the features this offers, such as applying gradient fills to the text, or strokes, shadows and more. You can also use custom fonts loaded externally, such as Google or TypeKit Web fonts.
You can only display fonts that are currently loaded and available to the browser: therefore fonts must be pre-loaded. Phaser does not do ths for you, so you will require the use of a 3rd party font loader, or have the fonts ready available in the CSS on the page in which your Phaser game resides.
See this for the available default fonts across mobile browsers.
A note on performance: Every time the contents of a Text object changes, i.e. changing the text being displayed, or the style of the text, it needs to remake the Text canvas, and if on WebGL, re-upload the new texture to the GPU. This can be an expensive operation if used often, or with large quantities of Text objects in your game. If you run into performance issues you would be better off using Bitmap Text instead, as it benefits from batching and avoids expensive Canvas API calls.
Note: This method will only be available if the Text Game Object has been built into Phaser.
The horizontal position of this Game Object in the world.
The vertical position of this Game Object in the world.
|text||string | Array.<string>||
The text this Text object will display.
The Text style configuration object.
The Game Object that was created.