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

cameraOffset : Phaser.Point The x/y coordinate offset

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

[readonly] onOverSound : Phaser.Sound |

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

alignIn(container, position, offsetX, offsetY)

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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