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

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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

world : Phaser.Point The world coordinates of this

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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

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

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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