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

setDownSound(sound, marker) The Sound to be played when a Pointer presses down on this Button.

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

getChildAt(index) → {DisplayObject}

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

onInputOver : Phaser.Signal The Signal (or event)

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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.

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

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

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

scaleMax : Phaser.Point The maximum scale this Game

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