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

onInputOver : Phaser.Signal The Signal (or event)

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

[readonly] onDownSound : Phaser.Sound |

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

getChildAt(index) → {DisplayObject}

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

cropRect : Phaser.Rectangle The Rectangle used

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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