new Button(game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame)
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
game |
Phaser.Game | Current game instance. |
||
x |
number |
<optional> |
0 | X position of the Button. |
y |
number |
<optional> |
0 | Y position of the Button. |
key |
string |
<optional> |
The image key as defined in the Game.Cache to use as the texture for this Button. |
|
callback |
function |
<optional> |
The function to call when this Button is pressed. |
|
callbackContext |
object |
<optional> |
The context in which the callback will be called (usually 'this'). |
|
overFrame |
string | number |
<optional> |
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. |
|
outFrame |
string | number |
<optional> |
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. |
|
downFrame |
string | number |
<optional> |
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. |
|
upFrame |
string | number |
<optional> |
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. |
- Source:
Extends
Members
-
angle
-
Indicates the rotation of the Button 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 rotation property instead. Working in radians is also a little faster as it doesn't have to convert the angle.
- Source:
Properties:
Name Type Description angle
number The angle of this Button in degrees.
-
autoCull
-
Should this Sprite 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.
- Inherited From:
- Default Value:
- false
- Source:
Properties:
Name Type Description autoCull
boolean A flag indicating if the Sprite should be automatically camera culled or not.
-
<readonly> deltaX
-
Returns the delta x value. The difference between world.x now and in the previous step.
- Inherited From:
- Source:
Properties:
Name Type Description deltaX
number The delta value. Positive if the motion was to the right, negative if to the left.
-
<readonly> deltaY
-
Returns the delta y value. The difference between world.y now and in the previous step.
- Inherited From:
- Source:
Properties:
Name Type Description deltaY
number The delta value. Positive if the motion was downwards, negative if upwards.
-
<readonly> deltaZ
-
Returns the delta z value. The difference between rotation now and in the previous step.
- Inherited From:
- Source:
Properties:
Name Type Description deltaZ
number The delta value.
-
events
-
- Inherited From:
- Source:
Properties:
Name Type Description events
Phaser.Events The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
-
exists
-
- Inherited From:
- Default Value:
- true
- Source:
Properties:
Name Type Description exists
boolean If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
-
fixedToCamera
-
A Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. Note that if this Image is a child of a display object that has changed its position then the offset will be calculated from that.
- Inherited From:
- Default Value:
- false
- Source:
Properties:
Name Type Description fixedToCamera
boolean Fixes this Sprite to the Camera.
-
forceOut
-
When the Button is touched / clicked and then released you can force it to enter a state of "out" instead of "up".
- Default Value:
- false
- Source:
Properties:
Name Type Description forceOut
boolean -
frame
-
- Inherited From:
- Source:
Properties:
Name Type Description frame
number Gets or sets the current frame index and updates the Texture for display.
-
frameName
-
- Inherited From:
- Source:
Properties:
Name Type Description frameName
string Gets or sets the current frame by name and updates the Texture for display.
-
freezeFrames
-
- Source:
Properties:
Name Type Description freezeFrames
boolean When true the Button will cease to change texture frame on all events (over, out, up, down).
-
game
-
- Inherited From:
- Source:
Properties:
Name Type Description game
Phaser.Game A reference to the currently running Game.
-
<readonly> inCamera
-
Checks if the Image bounds are within the game camera, otherwise false if fully outside of it.
- Inherited From:
- Source:
Properties:
Name Type Description inCamera
boolean True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.
-
input
-
- Inherited From:
- Source:
Properties:
Name Type Description input
Phaser.InputHandler | null The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
-
inputEnabled
-
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.
- Inherited From:
- Source:
Properties:
Name Type Description inputEnabled
boolean Set to true to allow this object to receive input events.
-
<readonly> inWorld
-
Checks if the Image bounds are within the game world, otherwise false if fully outside of it.
- Inherited From:
- Source:
Properties:
Name Type Description inWorld
boolean True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it.
-
key
-
- Inherited From:
- Source:
Properties:
Name Type Description key
string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture This is the image or texture used by the Sprite 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.
-
name
-
- Inherited From:
- Source:
Properties:
Name Type Description name
string The user defined name given to this Sprite.
-
onDownSound
-
- Default Value:
- null
- Source:
Properties:
Name Type Description onDownSound
Phaser.Sound The Sound to be played when this Buttons Down state is activated.
-
onDownSoundMarker
-
- Source:
Properties:
Name Type Description onDownSoundMarker
string The Sound Marker used in conjunction with the onDownSound.
-
onInputDown
-
- Source:
Properties:
Name Type Description onInputDown
Phaser.Signal The Signal (or event) dispatched when this Button is in an Down state.
-
onInputOut
-
- Source:
Properties:
Name Type Description onInputOut
Phaser.Signal The Signal (or event) dispatched when this Button is in an Out state.
-
onInputOver
-
- Source:
Properties:
Name Type Description onInputOver
Phaser.Signal The Signal (or event) dispatched when this Button is in an Over state.
-
onInputUp
-
- Source:
Properties:
Name Type Description onInputUp
Phaser.Signal The Signal (or event) dispatched when this Button is in an Up state.
-
onOutSound
-
- Default Value:
- null
- Source:
Properties:
Name Type Description onOutSound
Phaser.Sound The Sound to be played when this Buttons Out state is activated.
-
onOutSoundMarker
-
- Source:
Properties:
Name Type Description onOutSoundMarker
string The Sound Marker used in conjunction with the onOutSound.
-
onOverSound
-
- Default Value:
- null
- Source:
Properties:
Name Type Description onOverSound
Phaser.Sound The Sound to be played when this Buttons Over state is activated.
-
onOverSoundMarker
-
- Source:
Properties:
Name Type Description onOverSoundMarker
string The Sound Marker used in conjunction with the onOverSound.
-
onUpSound
-
- Default Value:
- null
- Source:
Properties:
Name Type Description onUpSound
Phaser.Sound The Sound to be played when this Buttons Up state is activated.
-
onUpSoundMarker
-
- Source:
Properties:
Name Type Description onUpSoundMarker
string The Sound Marker used in conjunction with the onUpSound.
-
<readonly> renderOrderID
-
- Inherited From:
- Source:
Properties:
Name Type Description renderOrderID
number The render order ID, reset every frame.
-
type
-
- Source:
Properties:
Name Type Description type
number The Phaser Object Type.
-
world
-
- Inherited From:
- Source:
Properties:
Name Type Description world
Phaser.Point The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
Methods
-
bringToTop() → {Phaser.Image}
-
Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only bought to the top of that Group, not the entire display list.
- Inherited From:
- Source:
Returns:
This instance.
- Type
- Phaser.Image
-
clearFrames()
-
Clears all of the frames set on this Button.
- Source:
-
crop(rect)
-
Crop allows you to crop the texture used to display this Image. Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object.
Parameters:
Name Type Description rect
Phaser.Rectangle The Rectangle to crop the Image to. Pass null or no parameters to clear a previously set crop rectangle.
- Inherited From:
- Source:
-
destroy()
-
Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present and nulls its reference to game, freeing it up for garbage collection.
- Inherited From:
- Source:
-
kill() → {Phaser.Image}
-
Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false. It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal. Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory. If you don't need this Sprite any more you should call Sprite.destroy instead.
- Inherited From:
- Source:
Returns:
This instance.
- Type
- Phaser.Image
-
loadTexture(key, frame)
-
Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache. This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
Parameters:
Name Type Description key
string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture This is the image or texture used by the Sprite 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.
frame
string | number If this Sprite 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.
- Inherited From:
- Source:
-
<protected> onInputOverHandler(sprite, pointer)
-
Internal function that handles input events.
Parameters:
Name Type Description sprite
Phaser.Button The Button that the event occured on.
pointer
Phaser.Pointer The Pointer that activated the Button.
- Source:
-
<protected> onInputOverHandler(sprite, pointer)
-
Internal function that handles input events.
Parameters:
Name Type Description sprite
Phaser.Button The Button that the event occured on.
pointer
Phaser.Pointer The Pointer that activated the Button.
- Source:
-
<protected> onInputOverHandler(sprite, pointer)
-
Internal function that handles input events.
Parameters:
Name Type Description sprite
Phaser.Button The Button that the event occured on.
pointer
Phaser.Pointer The Pointer that activated the Button.
- Source:
-
<protected> onInputOverHandler(sprite, pointer)
-
Internal function that handles input events.
Parameters:
Name Type Description sprite
Phaser.Button The Button that the event occured on.
pointer
Phaser.Pointer The Pointer that activated the Button.
- Source:
-
postUpdate()
-
Internal function called by the World postUpdate cycle.
- Inherited From:
- Source:
-
preUpdate()
-
Automatically called by World.preUpdate.
- Inherited From:
- Source:
-
reset(x, y) → {Phaser.Image}
-
Resets the Sprite. This places the Sprite at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.
Parameters:
Name Type Description x
number The x coordinate (in world space) to position the Sprite at.
y
number The y coordinate (in world space) to position the Sprite at.
- Inherited From:
- Source:
Returns:
This instance.
- Type
- Phaser.Image
-
revive() → {Phaser.Image}
-
Brings a 'dead' Sprite back to life, optionally giving it the health value specified. A resurrected Sprite has its alive, exists and visible properties all set to true. It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.
- Inherited From:
- Source:
Returns:
This instance.
- Type
- Phaser.Image
-
setDownSound(sound, marker)
-
The Sound to be played when a Pointer presses down on this Button.
Parameters:
Name Type Argument Description sound
Phaser.Sound The Sound that will be played.
marker
string <optional>
A Sound Marker that will be used in the playback.
- Source:
-
setFrames(overFrame, outFrame, downFrame, upFrame)
-
Used to manually set the frames that will be used for the different states of the Button.
Parameters:
Name Type Argument Description overFrame
string | number <optional>
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.
outFrame
string | number <optional>
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.
downFrame
string | number <optional>
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.
upFrame
string | number <optional>
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.
- Source:
-
setOutSound(sound, marker)
-
The Sound to be played when a Pointer moves out of this Button.
Parameters:
Name Type Argument Description sound
Phaser.Sound The Sound that will be played.
marker
string <optional>
A Sound Marker that will be used in the playback.
- Source:
-
setOverSound(sound, marker)
-
The Sound to be played when a Pointer moves over this Button.
Parameters:
Name Type Argument Description sound
Phaser.Sound The Sound that will be played.
marker
string <optional>
A Sound Marker that will be used in the playback.
- Source:
-
setSounds(overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker)
-
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.
Parameters:
Name Type Argument Description overSound
Phaser.Sound <optional>
Over Button Sound.
overMarker
string <optional>
Over Button Sound Marker.
downSound
Phaser.Sound <optional>
Down Button Sound.
downMarker
string <optional>
Down Button Sound Marker.
outSound
Phaser.Sound <optional>
Out Button Sound.
outMarker
string <optional>
Out Button Sound Marker.
upSound
Phaser.Sound <optional>
Up Button Sound.
upMarker
string <optional>
Up Button Sound Marker.
- Source:
-
<protected> setState(newState)
-
Internal function that handles Button state changes.
Parameters:
Name Type Description newState
number The new State of the Button.
- Source:
-
setUpSound(sound, marker)
-
The Sound to be played when a Pointer has pressed down and is released from this Button.
Parameters:
Name Type Argument Description sound
Phaser.Sound The Sound that will be played.
marker
string <optional>
A Sound Marker that will be used in the playback.
- Source: