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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

events : Phaser.Events All Phaser Game Objects

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

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

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

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

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

scaleMin : Phaser.Point The minimum scale this Game

2025-01-10 15:47:30
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

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

input : Phaser.InputHandler | null The

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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

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

2025-01-10 15:47:30