Button#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

Button#onUpSoundMarker

[readonly] onUpSoundMarker : string The Sound Marker used in conjunction with the onUpSound. Source code: gameobjects/Button.js (Line 140)

Button#onUpSound

[readonly] onUpSound : Phaser.Sound | Phaser.AudioSprite | null The Sound to be played when this Buttons Up state is activated. Type Phaser.Sound | Phaser.AudioSprite | null Source code: gameobjects/Button.js (Line 112)

Button#onOverSoundMarker

[readonly] onOverSoundMarker : string The Sound Marker used in conjunction with the onOverSound. Source code: gameobjects/Button.js (Line 119)

Button#onOverSound

[readonly] onOverSound : Phaser.Sound | Phaser.AudioSprite | null The Sound to be played when this Buttons Over state is activated. Type Phaser.Sound | Phaser.AudioSprite | null Source code: gameobjects/Button.js (Line 91)

Button#onOverMouseOnly

onOverMouseOnly : boolean If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing them was the Mouse Pointer.The frame will still be changed as applicable. Default Value true Source code: gameobjects/Button.js (Line 173)

Button#onOutSoundMarker

[readonly] onOutSoundMarker : string The Sound Marker used in conjunction with the onOutSound. Source code: gameobjects/Button.js (Line 126)

Button#onOutSound

[readonly] onOutSound : Phaser.Sound | Phaser.AudioSprite | null The Sound to be played when this Buttons Out state is activated. Type Phaser.Sound | Phaser.AudioSprite | null Source code: gameobjects/Button.js (Line 98)

Button#onInputUp

onInputUp : Phaser.Signal The Signal (or event) dispatched when this Button is in an Up state. Source code: gameobjects/Button.js (Line 164)

Button#onInputOver

onInputOver : Phaser.Signal The Signal (or event) dispatched when this Button is in an Over state. Source code: gameobjects/Button.js (Line 146)