Button#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.Sprite#getLocalBounds Source code: pixi/display/Sprite.js (Line 315)

Button#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Button#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)

Button#getBounds()

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds calculation takes the worldTransform into account. It is important to note that the transform is not updated when you call this method.So if this Sprite is the child of a Display Object which has had its transformupdated since the last render pass, those changes will not yet have been appliedto this Sprites worldTransform. If you need to ensure that all parent transformsare factored into this getBounds

Button#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Button#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

Button#freezeFrames

freezeFrames : boolean When true the the texture frame will not be automatically switched on up/down/over/out events. Source code: gameobjects/Button.js (Line 189)

Button#frameName

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the frame set frameName to the name of the new frame in the texture atlas you wish this Game Object to use,for example: player.frameName = "idle". If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning. If you are using a sprite sheet then you should use the frame property instead. If you wish to fully replace

Button#frame

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the frame set frame to the index of the new frame in the sprite sheet you wish this Game Object to use,for example: player.frame = 4. If the frame index given doesn't exist it will revert to the first frame found in the texture. If you are using a texture atlas then you should use the frameName property instead. If you wish to fully replace the texture being used see loadTextur

Button#forceOut

forceOut : boolean | Phaser.PointerMode When the Button is touched / clicked and then released you can force it to enter a state of "out" instead of "up". This can also accept a pointer mode bitmask for more refined control. Type boolean | Phaser.PointerMode Source code: gameobjects/Button.js (Line 199)