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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

setFrames(overFrame, outFrame, downFrame, upFrame)

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

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

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

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

2025-01-10 15:47:30
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

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

2025-01-10 15:47:30
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

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

shader : PIXI.AbstractFilter The

2025-01-10 15:47:30