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< a href = "Phaser.State.html" > State< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
< div id = "main" >
< h1 class = "page-title" > Class: Button< / h1 >
< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
Button
< / h2 >
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< div class = "class-description" > < p > Phaser.Button< / p > < / div >
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< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name" id = "Button" > < span class = "type-signature" > < / span > new Button< span class = "signature" > (game, < span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > key< / span > , < span class = "optional" > callback< / span > , < span class = "optional" > callbackContext< / span > , < span class = "optional" > overFrame< / span > , < span class = "optional" > outFrame< / span > , < span class = "optional" > downFrame< / span > , < span class = "optional" > upFrame< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Create a new < code > Button< / code > object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are:< / p >
< ul >
< li > 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.< / li >
< li > 'Out' - when the Pointer that was previously over the Button moves out of it.< / li >
< li > 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.< / li >
< li > 'Up' - when the Pointer that was pressed down on the Button is released again.< / li >
< / ul >
< p > You can set a unique texture frame and Sound for any of these states.< / p >
< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > Current game instance.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > X position of the Button.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > Y position of the Button.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The image key as defined in the Game.Cache to use as the texture for this Button.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > callback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The function to call when this Button is pressed.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > callbackContext< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The context in which the callback will be called (usually 'this').< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > overFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > outFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > downFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > upFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
< / tr >
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< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-31" > line 31< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / div >
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< h3 class = "subsection-title" > Extends< / h3 >
< ul >
< li > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / li >
< / ul >
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< h3 class = "subsection-title" > Members< / h3 >
< dl >
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< dt >
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< h4 class = "name" id = "alive" > < span class = "type-signature" > < / span > alive< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > alive< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > A useful boolean to control if the Image is alive or dead (in terms of your gameplay, it doesn't effect rendering).< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#alive" > Phaser.Image#alive< / a >
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< / li > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-83" > line 83< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
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< dt >
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< h4 class = "name" id = "angle" > < span class = "type-signature" > < / span > angle< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Indicates the rotation of the Image, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
If you wish to work in radians instead of degrees use the property Image.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.< / p >
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< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > angle< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The angle of this Image in degrees.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#angle" > Phaser.Image#angle< / a >
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< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-10-22 20:49:44 +00:00
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-630" > line 630< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "animations" > < span class = "type-signature" > < / span > animations< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > animations< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.AnimationManager.html" > Phaser.AnimationManager< / a > < / span >
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< / td >
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< td class = "description last" > < p > This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#animations" > Phaser.Image#animations< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-63" > line 63< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "autoCull" > < span class = "type-signature" > < / span > autoCull< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Should this Image be automatically culled if out of range of the camera?
A culled sprite has its renderable property set to 'false'.
Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.< / p >
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< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > autoCull< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > A flag indicating if the Image should be automatically camera culled or not.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#autoCull" > Phaser.Image#autoCull< / a >
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< / li > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-93" > line 93< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "cameraOffset" > < span class = "type-signature" > < / span > cameraOffset< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > cameraOffset< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
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< / td >
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< td class = "description last" > < p > If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#cameraOffset" > Phaser.Image#cameraOffset< / a >
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< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-109" > line 109< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "cropRect" > < span class = "type-signature" > < / span > cropRect< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > cropRect< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Rectangle used to crop the texture. Set this via Sprite.crop. Any time you modify this property directly you must call Sprite.updateCrop.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#cropRect" > Phaser.Image#cropRect< / a >
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< / li > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > null< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-115" > line 115< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "debug" > < span class = "type-signature" > < / span > debug< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > debug< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "description last" > < p > Handy flag to use with Game.enableStep< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#debug" > Phaser.Image#debug< / a >
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< / li > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-104" > line 104< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "deltaX" > < span class = "type-signature" > < readonly> < / span > deltaX< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Returns the delta x value. The difference between world.x now and in the previous step.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > deltaX< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The delta value. Positive if the motion was to the right, negative if to the left.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#deltaX" > Phaser.Image#deltaX< / a >
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< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-654" > line 654< / a >
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< dt >
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< h4 class = "name" id = "deltaY" > < span class = "type-signature" > < readonly> < / span > deltaY< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Returns the delta y value. The difference between world.y now and in the previous step.< / p >
< / div >
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< dl class = "details" >
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< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > deltaY< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The delta value. Positive if the motion was downwards, negative if upwards.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#deltaY" > Phaser.Image#deltaY< / a >
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< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-671" > line 671< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "deltaZ" > < span class = "type-signature" > < readonly> < / span > deltaZ< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Returns the delta z value. The difference between rotation now and in the previous step.< / p >
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< / div >
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< dl class = "details" >
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< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > deltaZ< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The delta value.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#deltaZ" > Phaser.Image#deltaZ< / a >
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< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-688" > line 688< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "destroyPhase" > < span class = "type-signature" > < / span > destroyPhase< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< dl class = "details" >
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< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > destroyPhase< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > True if this object is currently being destroyed.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#destroyPhase" > Phaser.Image#destroyPhase< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-917" > line 917< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "events" > < span class = "type-signature" > < / span > events< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< dl class = "details" >
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< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > events< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Events.html" > Phaser.Events< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#events" > Phaser.Image#events< / a >
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< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-58" > line 58< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "exists" > < span class = "type-signature" > < / span > exists< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< dl class = "details" >
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< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > exists< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > If exists = false then the Image isn't updated by the core game loop.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#exists" > Phaser.Image#exists< / a >
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< / li > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-36" > line 36< / a >
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< / li > < / ul > < / dd >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name" id = "fixedToCamera" > < span class = "type-signature" > < / span > fixedToCamera< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > An Image that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Image.cameraOffset.
Note that the cameraOffset values are in addition to any parent in the display list.
So if this Image was in a Group that has x: 200, then this will be added to the cameraOffset.x< / p >
< / div >
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< h5 class = "subsection-title" > Properties:< / h5 >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tr >
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< td class = "name" > < code > fixedToCamera< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > Set to true to fix this Image to the Camera at its current world coordinates.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#fixedToCamera" > Phaser.Image#fixedToCamera< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-852" > line 852< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "forceOut" > < span class = "type-signature" > < / span > forceOut< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > When the Button is touched / clicked and then released you can force it to enter a state of " out" instead of " up" .< / p >
< / div >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
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< tr >
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< td class = "name" > < code > forceOut< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < / td >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-186" > line 186< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "frame" > < span class = "type-signature" > < / span > frame< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > frame< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > Gets or sets the current frame index and updates the Texture for display.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#frame" > Phaser.Image#frame< / a >
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< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-739" > line 739< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "frameName" > < span class = "type-signature" > < / span > frameName< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > frameName< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > Gets or sets the current frame by name and updates the Texture for display.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#frameName" > Phaser.Image#frameName< / a >
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< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-768" > line 768< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
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< dt >
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< h4 class = "name" id = "freezeFrames" > < span class = "type-signature" > < / span > freezeFrames< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< dl class = "details" >
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< h5 class = "subsection-title" > Properties:< / h5 >
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< dl >
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< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > freezeFrames< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "description last" > < p > When true the Button will cease to change texture frame on all events (over, out, up, down).< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-179" > line 179< / a >
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< / li > < / ul > < / dd >
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< / dl >
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< dt >
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< h4 class = "name" id = "game" > < span class = "type-signature" > < / span > game< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > game< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
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< / td >
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< td class = "description last" > < p > A reference to the currently running Game.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#game" > Phaser.Image#game< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-30" > line 30< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "inCamera" > < span class = "type-signature" > < readonly> < / span > inCamera< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Checks if the Image bounds are within the game camera, otherwise false if fully outside of it.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > inCamera< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#inCamera" > Phaser.Image#inCamera< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-722" > line 722< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "input" > < span class = "type-signature" > < / span > input< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > input< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.InputHandler.html" > Phaser.InputHandler< / a > < / span >
|
< span class = "param-type" > null< / span >
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< / td >
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< td class = "description last" > < p > The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#input" > Phaser.Image#input< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-98" > line 98< / a >
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< / li > < / ul > < / dd >
< / dl >
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< dt >
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< h4 class = "name" id = "inputEnabled" > < span class = "type-signature" > < / span > inputEnabled< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > By default an Image won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
activated for this object and it will then start to process click/touch events and more.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > inputEnabled< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > Set to true to allow this object to receive input events.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#inputEnabled" > Phaser.Image#inputEnabled< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-812" > line 812< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "inWorld" > < span class = "type-signature" > < readonly> < / span > inWorld< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Checks if the Image bounds are within the game world, otherwise false if fully outside of it.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > inWorld< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#inWorld" > Phaser.Image#inWorld< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-705" > line 705< / a >
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< h4 class = "name" id = "key" > < span class = "type-signature" > < / span > key< span class = "type-signature" > < / span > < / h4 >
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< h5 class = "subsection-title" > Properties:< / h5 >
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< th > Name< / th >
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< td class = "name" > < code > key< / code > < / td >
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< span class = "param-type" > string< / span >
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< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
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< span class = "param-type" > PIXI.Texture< / span >
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< / td >
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< td class = "description last" > < p > This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#key" > Phaser.Image#key< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-68" > line 68< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "name" > < span class = "type-signature" > < / span > name< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > name< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The user defined name given to this Image.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#name" > Phaser.Image#name< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-42" > line 42< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onDownSound" > < span class = "type-signature" > < / span > onDownSound< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > onDownSound< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Sound to be played when this Buttons Down state is activated.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > null< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-124" > line 124< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onDownSoundMarker" > < span class = "type-signature" > < / span > onDownSoundMarker< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > onDownSoundMarker< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The Sound Marker used in conjunction with the onDownSound.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-148" > line 148< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onInputDown" > < span class = "type-signature" > < / span > onInputDown< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > onInputDown< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Signal (or event) dispatched when this Button is in an Down state.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-169" > line 169< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onInputOut" > < span class = "type-signature" > < / span > onInputOut< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > onInputOut< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Signal (or event) dispatched when this Button is in an Out state.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-164" > line 164< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onInputOver" > < span class = "type-signature" > < / span > onInputOver< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > onInputOver< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Signal (or event) dispatched when this Button is in an Over state.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-159" > line 159< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onInputUp" > < span class = "type-signature" > < / span > onInputUp< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > onInputUp< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Signal (or event) dispatched when this Button is in an Up state.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-174" > line 174< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onOutSound" > < span class = "type-signature" > < / span > onOutSound< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > onOutSound< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Sound to be played when this Buttons Out state is activated.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > null< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-118" > line 118< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onOutSoundMarker" > < span class = "type-signature" > < / span > onOutSoundMarker< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > onOutSoundMarker< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The Sound Marker used in conjunction with the onOutSound.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-142" > line 142< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onOverMouseOnly" > < span class = "type-signature" > < / span > onOverMouseOnly< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > onOverMouseOnly< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing them was the Mouse Pointer.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-106" > line 106< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onOverSound" > < span class = "type-signature" > < / span > onOverSound< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onOverSound< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
< / td >
< td class = "description last" > < p > The Sound to be played when this Buttons Over state is activated.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > null< / li > < / ul > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-112" > line 112< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onOverSoundMarker" > < span class = "type-signature" > < / span > onOverSoundMarker< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onOverSoundMarker< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The Sound Marker used in conjunction with the onOverSound.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-136" > line 136< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onUpSound" > < span class = "type-signature" > < / span > onUpSound< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onUpSound< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
< / td >
< td class = "description last" > < p > The Sound to be played when this Buttons Up state is activated.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > null< / li > < / ul > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-130" > line 130< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onUpSoundMarker" > < span class = "type-signature" > < / span > onUpSoundMarker< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onUpSoundMarker< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The Sound Marker used in conjunction with the onUpSound.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-154" > line 154< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "renderOrderID" > < span class = "type-signature" > < readonly> < / span > renderOrderID< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > renderOrderID< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The render order ID, reset every frame.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#renderOrderID" > Phaser.Image#renderOrderID< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-797" > line 797< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "smoothed" > < span class = "type-signature" > < / span > smoothed< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Enable or disable texture smoothing for this Image. Only works for bitmap/image textures. Smoothing is enabled by default.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > smoothed< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Set to true to smooth the texture of this Image, or false to disable smoothing (great for pixel art)< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#smoothed" > Phaser.Image#smoothed< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-883" > line 883< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "type" > < span class = "type-signature" > < / span > type< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > type< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The Phaser Object Type.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-44" > line 44< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "world" > < span class = "type-signature" > < / span > world< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > world< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
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< td class = "description last" > < p > The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#world" > Phaser.Image#world< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-77" > line 77< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "z" > < span class = "type-signature" > < / span > z< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > z< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#z" > Phaser.Image#z< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-53" > line 53< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
< h4 class = "name" id = "bringToTop" > < span class = "type-signature" > < / span > bringToTop< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.Image.html" > Phaser.Image< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Brings the Image to the top of the display list it is a child of. Images that are members of a Phaser.Group are only
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bought to the top of that Group, not the entire display list.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#bringToTop" > Phaser.Image#bringToTop< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-611" > line 611< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > This instance.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "clearFrames" > < span class = "type-signature" > < / span > clearFrames< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Clears all of the frames set on this Button.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-210" > line 210< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "crop" > < span class = "type-signature" > < / span > crop< span class = "signature" > (rect, < span class = "optional" > copy< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Crop allows you to crop the texture used to display this Image.
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Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object.
The rectangle object given to this method can be either a Phaser.Rectangle or any object so long as it has public x, y, width and height properties.
Please note that the rectangle object given is not duplicated by this method, but rather the Image uses a reference to the rectangle.
Keep this in mind if assigning a rectangle in a for-loop, or when cleaning up for garbage collection.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > rect< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > copy< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > If false Sprite.cropRect will be a reference to the given rect. If true it will copy the rect values into a local Sprite.cropRect object.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#crop" > Phaser.Image#crop< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-381" > line 381< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "destroy" > < span class = "type-signature" > < / span > destroy< span class = "signature" > (< span class = "optional" > destroyChildren< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present
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and nulls its reference to game, freeing it up for garbage collection.< / p >
< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > destroyChildren< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Should every child of this object have its destroy method called?< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#destroy" > Phaser.Image#destroy< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-511" > line 511< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "kill" > < span class = "type-signature" > < / span > kill< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.Image.html" > Phaser.Image< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Kills a Image. A killed Image has its alive, exists and visible properties all set to false.
It will dispatch the onKilled event, you can listen to Image.events.onKilled for the signal.
Note that killing a Image is a way for you to quickly recycle it in a Image pool, it doesn't free it up from memory.
If you don't need this Image any more you should call Image.destroy instead.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#kill" > Phaser.Image#kill< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-486" > line 486< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > This instance.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "loadTexture" > < span class = "type-signature" > < / span > loadTexture< span class = "signature" > (key, frame)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
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This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
< span class = "param-type" > PIXI.Texture< / span >
< / td >
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< td class = "description last" > < p > This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#loadTexture" > Phaser.Image#loadTexture< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-239" > line 239< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onInputDownHandler" > < span class = "type-signature" > < protected> < / span > onInputDownHandler< span class = "signature" > (sprite, pointer)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Internal function that handles input events.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > sprite< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Button.html" > Phaser.Button< / a > < / span >
< / td >
< td class = "description last" > < p > The Button that the event occured on.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "description last" > < p > The Pointer that activated the Button.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-518" > line 518< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onInputOutHandler" > < span class = "type-signature" > < protected> < / span > onInputOutHandler< span class = "signature" > (sprite, pointer)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Internal function that handles input events.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
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< tr >
< td class = "name" > < code > sprite< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Button.html" > Phaser.Button< / a > < / span >
< / td >
< td class = "description last" > < p > The Button that the event occured on.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "description last" > < p > The Pointer that activated the Button.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-10-22 20:49:44 +00:00
< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-492" > line 492< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onInputOverHandler" > < span class = "type-signature" > < protected> < / span > onInputOverHandler< span class = "signature" > (sprite, pointer)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Internal function that handles input events.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
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< tr >
< td class = "name" > < code > sprite< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Button.html" > Phaser.Button< / a > < / span >
< / td >
< td class = "description last" > < p > The Button that the event occured on.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "description last" > < p > The Pointer that activated the Button.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-10-09 15:12:53 +00:00
< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-454" > line 454< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "onInputUpHandler" > < span class = "type-signature" > < protected> < / span > onInputUpHandler< span class = "signature" > (sprite, pointer)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Internal function that handles input events.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
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< tr >
< td class = "name" > < code > sprite< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Button.html" > Phaser.Button< / a > < / span >
< / td >
< td class = "description last" > < p > The Button that the event occured on.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "description last" > < p > The Pointer that activated the Button.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-10-22 20:49:44 +00:00
< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-544" > line 544< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "postUpdate" > < span class = "type-signature" > < / span > postUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Internal function called by the World postUpdate cycle.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#postUpdate" > Phaser.Image#postUpdate< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-211" > line 211< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "preUpdate" > < span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Automatically called by World.preUpdate.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#preUpdate" > Phaser.Image#preUpdate< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-09-09 14:36:56 +00:00
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-158" > line 158< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "reset" > < span class = "type-signature" > < / span > reset< span class = "signature" > (x, y)< / span > < span class = "type-signature" > → {< a href = "Phaser.Image.html" > Phaser.Image< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Resets the Image. This places the Image at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
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< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The x coordinate (in world space) to position the Image at.< / p > < / td >
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< / tr >
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< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The y coordinate (in world space) to position the Image at.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#reset" > Phaser.Image#reset< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-10-22 20:49:44 +00:00
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-588" > line 588< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > This instance.< / p >
< / div >
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< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
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< / dd >
< / dl >
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< / dd >
< dt >
< h4 class = "name" id = "resetFrame" > < span class = "type-signature" > < / span > resetFrame< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Resets the Texture frame dimensions that the Image uses for rendering.< / p >
< / div >
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< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Image.html#resetFrame" > Phaser.Image#resetFrame< / a >
2014-02-08 07:24:22 +00:00
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-10-22 20:49:44 +00:00
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-366" > line 366< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "revive" > < span class = "type-signature" > < / span > revive< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.Image.html" > Phaser.Image< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Brings a 'dead' Image back to life, optionally giving it the health value specified.
A resurrected Image has its alive, exists and visible properties all set to true.
It will dispatch the onRevived event, you can listen to Image.events.onRevived for the signal.< / p >
2014-02-08 07:24:22 +00:00
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#revive" > Phaser.Image#revive< / a >
< / li > < / dd >
2013-11-01 18:16:52 +00:00
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-10-22 20:49:44 +00:00
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-462" > line 462< / a >
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< / li > < / ul > < / dd >
< / dl >
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< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > This instance.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
< / dd >
< / dl >
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< / dd >
< dt >
< h4 class = "name" id = "setDownSound" > < span class = "type-signature" > < / span > setDownSound< span class = "signature" > (sound, < span class = "optional" > marker< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > The Sound to be played when a Pointer presses down on this Button.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > sound< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
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|
< span class = "param-type" > < a href = "Phaser.AudioSprite.html" > Phaser.AudioSprite< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The Sound that will be played.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > marker< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > A Sound Marker that will be used in the playback.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-10-09 15:12:53 +00:00
< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-406" > line 406< / a >
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< / li > < / ul > < / dd >
< / dl >
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< / dd >
< dt >
< h4 class = "name" id = "setFrame" > < span class = "type-signature" > < / span > setFrame< span class = "signature" > (frame)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Sets the Texture frame the Image uses for rendering.
This is primarily an internal method used by Image.loadTexture, although you may call it directly.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Frame.html" > Phaser.Frame< / a > < / span >
< / td >
< td class = "description last" > < p > The Frame to be used by the Image texture.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#setFrame" > Phaser.Image#setFrame< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-10-22 20:49:44 +00:00
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-311" > line 311< / a >
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< / li > < / ul > < / dd >
< / dl >
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< / dd >
< dt >
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< h4 class = "name" id = "setFrames" > < span class = "type-signature" > < / span > setFrames< span class = "signature" > (< span class = "optional" > overFrame< / span > , < span class = "optional" > outFrame< / span > , < span class = "optional" > downFrame< / span > , < span class = "optional" > upFrame< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Used to manually set the frames that will be used for the different states of the Button.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > overFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > outFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > downFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > upFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
< / tr >
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< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-10-09 15:12:53 +00:00
< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-231" > line 231< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setOutSound" > < span class = "type-signature" > < / span > setOutSound< span class = "signature" > (sound, < span class = "optional" > marker< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The Sound to be played when a Pointer moves out of this Button.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > sound< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
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|
< span class = "param-type" > < a href = "Phaser.AudioSprite.html" > Phaser.AudioSprite< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The Sound that will be played.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > marker< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > A Sound Marker that will be used in the playback.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-382" > line 382< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setOverSound" > < span class = "type-signature" > < / span > setOverSound< span class = "signature" > (sound, < span class = "optional" > marker< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The Sound to be played when a Pointer moves over this Button.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > sound< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
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|
< span class = "param-type" > < a href = "Phaser.AudioSprite.html" > Phaser.AudioSprite< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The Sound that will be played.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > marker< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > A Sound Marker that will be used in the playback.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-358" > line 358< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setSounds" > < span class = "type-signature" > < / span > setSounds< span class = "signature" > (< span class = "optional" > overSound< / span > , < span class = "optional" > overMarker< / span > , < span class = "optional" > downSound< / span > , < span class = "optional" > downMarker< / span > , < span class = "optional" > outSound< / span > , < span class = "optional" > outMarker< / span > , < span class = "optional" > upSound< / span > , < span class = "optional" > upMarker< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object.
The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound.
Call this function with no parameters at all to reset all sounds on this Button.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > overSound< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
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|
< span class = "param-type" > < a href = "Phaser.AudioSprite.html" > Phaser.AudioSprite< / a > < / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Over Button Sound.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > overMarker< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Over Button Sound Marker.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > downSound< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
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|
< span class = "param-type" > < a href = "Phaser.AudioSprite.html" > Phaser.AudioSprite< / a > < / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Down Button Sound.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > downMarker< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Down Button Sound Marker.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > outSound< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
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|
< span class = "param-type" > < a href = "Phaser.AudioSprite.html" > Phaser.AudioSprite< / a > < / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > Out Button Sound.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > outMarker< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Out Button Sound Marker.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > upSound< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
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|
< span class = "param-type" > < a href = "Phaser.AudioSprite.html" > Phaser.AudioSprite< / a > < / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Up Button Sound.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > upMarker< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Up Button Sound Marker.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-334" > line 334< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setState" > < span class = "type-signature" > < protected> < / span > setState< span class = "signature" > (newState)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Internal function that handles Button state changes.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > newState< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The new State of the Button.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-595" > line 595< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setUpSound" > < span class = "type-signature" > < / span > setUpSound< span class = "signature" > (sound, < span class = "optional" > marker< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > The Sound to be played when a Pointer has pressed down and is released from this Button.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > sound< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
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|
< span class = "param-type" > < a href = "Phaser.AudioSprite.html" > Phaser.AudioSprite< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The Sound that will be played.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > marker< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > A Sound Marker that will be used in the playback.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Button.js.html" > gameobjects/Button.js< / a > , < a href = "Button.js.html#sunlight-1-line-430" > line 430< / a >
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< / li > < / ul > < / dd >
< / dl >
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< / dd >
< dt >
< h4 class = "name" id = "update" > < span class = "type-signature" > < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Override and use this function in your own custom objects to handle any update requirements you may have.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#update" > Phaser.Image#update< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-201" > line 201< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "updateCrop" > < span class = "type-signature" > < / span > updateCrop< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If you have set a crop rectangle on this Image via Image.crop and since modified the Image.cropRect property (or the rectangle it references)
then you need to update the crop frame by calling this method.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Image.html#updateCrop" > Phaser.Image#updateCrop< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-424" > line 424< / a >
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< / li > < / ul > < / dd >
< / dl >
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< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Wed Oct 22 2014 21:45:47 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >