Button#lifespan

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born' you can set this to a positive value. It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame.When it reaches zero it will call the kill method. Very handy for particles, bullets, collectibles, or any other short-lived entity. Inherited From Phaser.Component.LifeSpan#lifespan Source code: gameobjects/components/LifeSpan.js (

Button#left

left : number The left coordinate of the Game Object.This is the same as x - offsetX. Inherited From Phaser.Component.Bounds#left Source code: gameobjects/components/Bounds.js (Line 102)

Button#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I

Button#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is

Button#justReleasedPreventsOver

justReleasedPreventsOver : Phaser.PointerMode Suppress the over event if a pointer was just released and it matches the given pointer mode bitmask. This behavior was introduced in Phaser 2.3.1; this property is a soft-revert of the change. Source code: gameobjects/Button.js (Line 182)

Button#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

Button#input

input : Phaser.InputHandler | null The Input Handler for this Game Object. By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true. After you have done this, this property will be a reference to the Phaser InputHandler. Type Phaser.InputHandler | null Inherited From Phaser.Component.InputEnabled#input Source code: gameobjects/components/InputEnabled.js (Line 24)

Button#inCamera

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera bounds.Returns true if they do, otherwise false if fully outside of the Cameras bounds. Inherited From Phaser.Component.AutoCull#inCamera Source code: gameobjects/components/AutoCull.js (Line 37)

Button#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Button#height

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set Inherited From PIXI.Sprite#height Source code: pixi/display/Sprite.js (Line 144)