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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

getChildAt(index) → {DisplayObject}

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

removeChild(child) → {DisplayObject}

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

onInputOver : Phaser.Signal The Signal (or event)

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