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

onInputOver : Phaser.Signal The Signal (or event)

2025-01-10 15:47:30
Button#freezeFrames
  • References/Game Development/Phaser/Display/Button

freezeFrames : boolean When true the the texture frame will not be automatically switched on up/down/over/out events.

2025-01-10 15:47:30
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)

2025-01-10 15:47:30
Button#fresh
  • References/Game Development/Phaser/Display/Button

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

2025-01-10 15:47:30
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.

2025-01-10 15:47:30
Button#getLocalBounds()
  • References/Game Development/Phaser/Display/Button

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

2025-01-10 15:47:30
Button#onDownSound
  • References/Game Development/Phaser/Display/Button

[readonly] onDownSound : Phaser.Sound |

2025-01-10 15:47:30
Button#offsetX
  • References/Game Development/Phaser/Display/Button

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

2025-01-10 15:47:30
Button#game
  • References/Game Development/Phaser/Display/Button

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

2025-01-10 15:47:30
Button#play()
  • References/Game Development/Phaser/Display/Button

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

2025-01-10 15:47:30