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

events : Phaser.Events All Phaser Game Objects

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

[readonly] children : Array.<Displa

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

input : Phaser.InputHandler | null The

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

setFrames(overFrame, outFrame, downFrame, upFrame)

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

shader : PIXI.AbstractFilter The

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