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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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

[readonly] onOverSound : Phaser.Sound |

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

setOutSound(sound, marker) The Sound to be played when a Pointer moves out of this Button.

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

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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

setSounds(overSound, overMarker, downSound, downMarker

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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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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