Class: Button

Phaser. Button

Create a new Button 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:

  • 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
  • 'Out' - when the Pointer that was previously over the Button moves out of it.
  • 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
  • 'Up' - when the Pointer that was pressed down on the Button is released again.

You can set a unique texture frame and Sound for any of these states.

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.

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Extends

Members

angle

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.

Properties:
Name Type Description
angle number

The angle of this Image in degrees.

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autoCull

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.

Properties:
Name Type Description
autoCull boolean

A flag indicating if the Image should be automatically camera culled or not.

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Default Value:
  • false
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cameraOffset

Properties:
Name Type Description
cameraOffset Phaser.Point

If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.

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<readonly> deltaX

Returns the delta x value. The difference between world.x now and in the previous step.

Properties:
Name Type Description
deltaX number

The delta value. Positive if the motion was to the right, negative if to the left.

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<readonly> deltaY

Returns the delta y value. The difference between world.y now and in the previous step.

Properties:
Name Type Description
deltaY number

The delta value. Positive if the motion was downwards, negative if upwards.

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<readonly> deltaZ

Returns the delta z value. The difference between rotation now and in the previous step.

Properties:
Name Type Description
deltaZ number

The delta value.

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destroyPhase

Properties:
Name Type Description
destroyPhase boolean

True if this object is currently being destroyed.

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events

Properties:
Name Type Description
events Phaser.Events

The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.

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exists

Properties:
Name Type Description
exists boolean

If exists = false then the Image isn't updated by the core game loop.

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Default Value:
  • true
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fixedToCamera

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

Properties:
Name Type Description
fixedToCamera boolean

Set to true to fix this Image to the Camera at its current world coordinates.

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forceOut

When the Button is touched / clicked and then released you can force it to enter a state of "out" instead of "up".

Properties:
Name Type Description
forceOut boolean
Default Value:
  • false
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frame

Properties:
Name Type Description
frame number

Gets or sets the current frame index and updates the Texture for display.

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frameName

Properties:
Name Type Description
frameName string

Gets or sets the current frame by name and updates the Texture for display.

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freezeFrames

Properties:
Name Type Description
freezeFrames boolean

When true the Button will cease to change texture frame on all events (over, out, up, down).

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game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

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<readonly> inCamera

Checks if the Image bounds are within the game camera, otherwise false if fully outside of it.

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.

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input

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.

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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.

Properties:
Name Type Description
inputEnabled boolean

Set to true to allow this object to receive input events.

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<readonly> inWorld

Checks if the Image bounds are within the game world, otherwise false if fully outside of it.

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.

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key

Properties:
Name Type Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

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.

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name

Properties:
Name Type Description
name string

The user defined name given to this Image.

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onDownSound

Properties:
Name Type Description
onDownSound Phaser.Sound

The Sound to be played when this Buttons Down state is activated.

Default Value:
  • null
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onDownSoundMarker

Properties:
Name Type Description
onDownSoundMarker string

The Sound Marker used in conjunction with the onDownSound.

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onInputDown

Properties:
Name Type Description
onInputDown Phaser.Signal

The Signal (or event) dispatched when this Button is in an Down state.

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onInputOut

Properties:
Name Type Description
onInputOut Phaser.Signal

The Signal (or event) dispatched when this Button is in an Out state.

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onInputOver

Properties:
Name Type Description
onInputOver Phaser.Signal

The Signal (or event) dispatched when this Button is in an Over state.

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onInputUp

Properties:
Name Type Description
onInputUp Phaser.Signal

The Signal (or event) dispatched when this Button is in an Up state.

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onOutSound

Properties:
Name Type Description
onOutSound Phaser.Sound

The Sound to be played when this Buttons Out state is activated.

Default Value:
  • null
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onOutSoundMarker

Properties:
Name Type Description
onOutSoundMarker string

The Sound Marker used in conjunction with the onOutSound.

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onOverMouseOnly

Properties:
Name Type Description
onOverMouseOnly boolean

If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing them was the Mouse Pointer.

Default Value:
  • false
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onOverSound

Properties:
Name Type Description
onOverSound Phaser.Sound

The Sound to be played when this Buttons Over state is activated.

Default Value:
  • null
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onOverSoundMarker

Properties:
Name Type Description
onOverSoundMarker string

The Sound Marker used in conjunction with the onOverSound.

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onUpSound

Properties:
Name Type Description
onUpSound Phaser.Sound

The Sound to be played when this Buttons Up state is activated.

Default Value:
  • null
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onUpSoundMarker

Properties:
Name Type Description
onUpSoundMarker string

The Sound Marker used in conjunction with the onUpSound.

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<readonly> renderOrderID

Properties:
Name Type Description
renderOrderID number

The render order ID, reset every frame.

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smoothed

Enable or disable texture smoothing for this Image. Only works for bitmap/image textures. Smoothing is enabled by default.

Properties:
Name Type Description
smoothed boolean

Set to true to smooth the texture of this Image, or false to disable smoothing (great for pixel art)

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type

Properties:
Name Type Description
type number

The Phaser Object Type.

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world

Properties:
Name Type Description
world Phaser.Point

The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.

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z

Properties:
Name Type Description
z number

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.

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Methods

bringToTop() → {Phaser.Image}

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 bought to the top of that Group, not the entire display list.

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Returns:

This instance.

Type
Phaser.Image

clearFrames()

Clears all of the frames set on this Button.

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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. 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.

Parameters:
Name Type Description
rect Phaser.Rectangle | object

The Rectangle to crop the Image to. Pass null or no parameters to clear a previously set crop rectangle.

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destroy(destroyChildren)

Destroys the Image. 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.

Parameters:
Name Type Argument Default Description
destroyChildren boolean <optional>
true

Should every child of this object have its destroy method called?

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kill() → {Phaser.Image}

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.

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Returns:

This instance.

Type
Phaser.Image

loadTexture(key, frame)

Changes the Texture the Image 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 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.

frame string | number

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.

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<protected> onInputDownHandler(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.

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<protected> onInputOutHandler(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.

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<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> onInputUpHandler(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.

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postUpdate()

Internal function called by the World postUpdate cycle.

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preUpdate()

Automatically called by World.preUpdate.

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reset(x, y) → {Phaser.Image}

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.

Parameters:
Name Type Description
x number

The x coordinate (in world space) to position the Image at.

y number

The y coordinate (in world space) to position the Image at.

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Returns:

This instance.

Type
Phaser.Image

revive() → {Phaser.Image}

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.

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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.

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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.

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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.

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<protected> setState(newState)

Internal function that handles Button state changes.

Parameters:
Name Type Description
newState number

The new State of the Button.

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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:

update()

Override and use this function in your own custom objects to handle any update requirements you may have.

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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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