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

addChildAt(child, index) → {DisplayObject}

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

transformCallbackContext : Object The context under which transformCallback is called.

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

[readonly] onOverSound : Phaser.Sound |

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

onOverMouseOnly : boolean If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing

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

world : Phaser.Point The world coordinates of this

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

[readonly] onOutSound : Phaser.Sound |

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

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

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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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