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

[readonly] onOverSound : Phaser.Sound |

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

alignIn(container, position, offsetX, offsetY)

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

setUpSound(sound, marker) The Sound to be played when a Pointer has pressed down and is released from

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

new Button(game, x, y, key, callback,

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

2025-01-10 15:47:30
Button#setFrame()
  • References/Game Development/Phaser/Display/Button

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

world : Phaser.Point The world coordinates of this

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