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

onInputDown : Phaser.Signal The Signal (or event)

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#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

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

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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

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

2025-01-10 15:47:30