Button#onInputOver
  • References/Game Development/Phaser/Display/Button

onInputOver : Phaser.Signal The Signal (or event)

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Button#play()
  • References/Game Development/Phaser/Display/Button

play(name, frameRate, loop, killOnComplete) → {

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Button#removeChildren()
  • References/Game Development/Phaser/Display/Button

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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Button#getLocalBounds()
  • References/Game Development/Phaser/Display/Button

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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Button#tintedTexture
  • References/Game Development/Phaser/Display/Button

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

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Button#resetFrame()
  • References/Game Development/Phaser/Display/Button

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

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Button#sendToBack()
  • References/Game Development/Phaser/Display/Button

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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Button#game
  • References/Game Development/Phaser/Display/Button

game : Phaser.Game A reference to the currently running Game

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Button#offsetX
  • References/Game Development/Phaser/Display/Button

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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Button#anchor
  • References/Game Development/Phaser/Display/Button

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

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