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.

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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

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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

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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#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#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

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

onInputDown : Phaser.Signal The Signal (or event)

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

shader : PIXI.AbstractFilter The

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