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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

clearFrames() Clears all of the frames set on this Button. Source code:

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

[readonly] onOverSoundMarker : string The Sound Marker used in conjunction with the onOverSound

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

addChild(child) → {DisplayObject}

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

forceOut : boolean | Phaser.PointerMode When

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

texture : PIXI.Texture The texture that the

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

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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