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

onInputOut : Phaser.Signal The Signal (or event) dispatched

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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

onInputDown : Phaser.Signal The Signal (or event)

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

scaleMin : Phaser.Point The minimum scale this Game

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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