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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

onInputDown : Phaser.Signal The Signal (or event)

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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

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

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

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

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

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

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

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

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

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