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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

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

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

removeChildAt(index) → {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#onDownSoundMarker
  • References/Game Development/Phaser/Display/Button

[readonly] onDownSoundMarker : string The Sound Marker used in conjunction with the onDownSound

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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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