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#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

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

[readonly] type : number The Phaser Object Type.

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

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

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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

[readonly] onOutSoundMarker : string The Sound Marker used in conjunction with the onOutSound

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