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

onInputOver : Phaser.Signal The Signal (or event)

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

[readonly] onDownSound : Phaser.Sound |

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

justReleasedPreventsOver : Phaser.PointerMode

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

play(name, frameRate, loop, killOnComplete) → {

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

freezeFrames : boolean When true the the texture frame will not be automatically switched on up/down/over/out events.

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

setDownSound(sound, marker) The Sound to be played when a Pointer presses down on this Button.

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

scaleMax : Phaser.Point The maximum scale this Game

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