new Button(game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame)
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.
A different texture/frame and activation sound can be specified for any of the states.
Frames can be specified as either an integer (the frame ID) or a string (the frame name); the same values that can be used with a Sprite constructor.
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 (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 | integer |
<optional> |
The frame / frameName when the button is in the Over state. |
|
outFrame |
string | integer |
<optional> |
The frame / frameName when the button is in the Out state. |
|
downFrame |
string | integer |
<optional> |
The frame / frameName when the button is in the Down state. |
|
upFrame |
string | integer |
<optional> |
The frame / frameName when the button is in the Up state. |
- Source - gameobjects/Button.js, line 35
Extends
Members
-
alive :boolean
-
A useful boolean to control if the Image is alive or dead (in terms of your gameplay, it doesn't effect rendering).
- Inherited From:
- Default Value:
- true
- Source - gameobjects/Image.js, line 86
-
alpha :Number
-
The opacity of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 65
-
anchor :PIXI.Point
-
The anchor sets the origin point of the texture. The default is 0,0 this means the texture's origin is the top left Setting than anchor to 0.5,0.5 means the textures origin is centered Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
- Inherited From:
- Source - pixi/display/Sprite.js, line 22
-
angle :number
-
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. The angle of this Image in degrees.
- Inherited From:
- Source - gameobjects/Image.js, line 741
-
animations :Phaser.AnimationManager
-
This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
- Inherited From:
- Source - gameobjects/Image.js, line 63
-
autoCull :boolean
-
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. A flag indicating if the Image should be automatically camera culled or not.
- Inherited From:
- Default Value:
- false
- Source - gameobjects/Image.js, line 96
-
blendMode :Number
-
The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
- Inherited From:
- Default Value:
- PIXI.blendModes.NORMAL;
- Source - pixi/display/Sprite.js, line 68
-
buttonMode :Boolean
-
This is used to indicate if the displayObject should display a mouse hand cursor on rollover
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 90
-
cacheAsBitmap :Boolean
-
Set if this display object is cached as a bitmap. This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. To remove simply set this property to 'null'
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 436
-
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.
- Inherited From:
- Source - gameobjects/Image.js, line 112
-
<readonly> children :Array.<DisplayObject>
-
[read-only] The array of children of this container.
Type:
- Array.<DisplayObject>
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 17
-
cropRect :Phaser.Rectangle
-
The Rectangle used to crop the texture. Set this via Sprite.crop. Any time you modify this property directly you must call Sprite.updateCrop.
- Inherited From:
- Default Value:
- null
- Source - gameobjects/Image.js, line 118
-
debug :boolean
-
Handy flag to use with Game.enableStep
- Inherited From:
- Default Value:
- false
- Source - gameobjects/Image.js, line 107
-
<readonly> deltaX :number
-
Returns the delta x value. The difference between world.x now and in the previous step. The delta value. Positive if the motion was to the right, negative if to the left.
- Inherited From:
- Source - gameobjects/Image.js, line 765
-
<readonly> deltaY :number
-
Returns the delta y value. The difference between world.y now and in the previous step. The delta value. Positive if the motion was downwards, negative if upwards.
- Inherited From:
- Source - gameobjects/Image.js, line 782
-
<readonly> deltaZ :number
-
Returns the delta z value. The difference between rotation now and in the previous step. The delta value.
- Inherited From:
- Source - gameobjects/Image.js, line 799
-
destroyPhase :boolean
-
True if this object is currently being destroyed.
- Inherited From:
- Source - gameobjects/Image.js, line 1028
-
events :Phaser.Events
-
The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.
- Inherited From:
- Source - gameobjects/Image.js, line 58
-
exists :boolean
-
If exists = false then the Image isn't updated by the core game loop.
- Inherited From:
- Default Value:
- true
- Source - gameobjects/Image.js, line 36
-
filterArea :PIXI.Rectangle
-
The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 180
-
filters :Array.<Filter>
-
Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. To remove filters simply set this property to 'null'
Type:
- Array.<Filter>
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 400
-
fixedToCamera :boolean
-
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 Set to true to fix this Image to the Camera at its current world coordinates.
- Inherited From:
- Source - gameobjects/Image.js, line 963
-
forceOut :boolean
-
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 - gameobjects/Button.js, line 188
-
frame :number
-
Gets or sets the current frame index and updates the Texture for display.
- Inherited From:
- Source - gameobjects/Image.js, line 850
-
frameName :string
-
Gets or sets the current frame by name and updates the Texture for display.
- Inherited From:
- Source - gameobjects/Image.js, line 879
-
freezeFrames :boolean
-
When true the the texture frame will not be automatically switched on up/down/over/out events.
- Default Value:
- false
- Source - gameobjects/Button.js, line 181
-
game :Phaser.Game
-
A reference to the currently running Game.
- Inherited From:
- Source - gameobjects/Image.js, line 30
-
height :Number
-
The height of the sprite, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/display/Sprite.js, line 119
-
hitArea :PIXI.Rectangle|PIXI.Circle|PIXI.Ellipse|PIXI.Polygon
-
This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
Type:
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 81
-
<readonly> inCamera :boolean
-
Checks if the Image bounds are within the game camera, otherwise false if fully outside of it. True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.
- Inherited From:
- Source - gameobjects/Image.js, line 833
-
input :Phaser.InputHandler|null
-
The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
Type:
- Phaser.InputHandler | null
- Inherited From:
- Source - gameobjects/Image.js, line 101
-
inputEnabled :boolean
-
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. Set to true to allow this object to receive input events.
- Inherited From:
- Source - gameobjects/Image.js, line 923
-
<readonly> inWorld :boolean
-
Checks if the Image bounds are within the game world, otherwise false if fully outside of it. True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it.
- Inherited From:
- Source - gameobjects/Image.js, line 816
-
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.
Type:
- string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture
- Inherited From:
- Source - gameobjects/Image.js, line 68
-
mask :PIXI.Graphics
-
Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 380
-
name :string
-
The user defined name given to this Image.
- Inherited From:
- Source - gameobjects/Image.js, line 42
-
<readonly> onDownSound :Phaser.Sound|Phaser.AudioSprite|null
- This method is deprecated and should not be used. It may be removed in the future.
- Phaser.Sound | Phaser.AudioSprite | null
- Deprecated:
- Yes
- Source - gameobjects/Button.js, line 102
-
<readonly> onDownSoundMarker :string
- This method is deprecated and should not be used. It may be removed in the future.
- Deprecated:
- Yes
- Source - gameobjects/Button.js, line 134
-
onInputDown :Phaser.Signal
-
The Signal (or event) dispatched when this Button is in an Down state.
- Source - gameobjects/Button.js, line 160
-
onInputOut :Phaser.Signal
-
The Signal (or event) dispatched when this Button is in an Out state.
- Source - gameobjects/Button.js, line 154
-
onInputOver :Phaser.Signal
-
The Signal (or event) dispatched when this Button is in an Over state.
- Source - gameobjects/Button.js, line 148
-
onInputUp :Phaser.Signal
-
The Signal (or event) dispatched when this Button is in an Up state.
- Source - gameobjects/Button.js, line 166
-
<readonly> onOutSound :Phaser.Sound|Phaser.AudioSprite|null
- This method is deprecated and should not be used. It may be removed in the future.
- Phaser.Sound | Phaser.AudioSprite | null
- Deprecated:
- Yes
- Source - gameobjects/Button.js, line 94
-
<readonly> onOutSoundMarker :string
- This method is deprecated and should not be used. It may be removed in the future.
- Deprecated:
- Yes
- Source - gameobjects/Button.js, line 126
-
onOverMouseOnly :boolean
-
If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing them was the Mouse Pointer. The frame will still be changed as applicable.
- Default Value:
- false
- Source - gameobjects/Button.js, line 174
-
<readonly> onOverSound :Phaser.Sound|Phaser.AudioSprite|null
- This method is deprecated and should not be used. It may be removed in the future.
- Phaser.Sound | Phaser.AudioSprite | null
- Deprecated:
- Yes
- Source - gameobjects/Button.js, line 86
-
<readonly> onOverSoundMarker :string
- This method is deprecated and should not be used. It may be removed in the future.
- Deprecated:
- Yes
- Source - gameobjects/Button.js, line 118
-
<readonly> onUpSound :Phaser.Sound|Phaser.AudioSprite|null
- This method is deprecated and should not be used. It may be removed in the future.
- Phaser.Sound | Phaser.AudioSprite | null
- Deprecated:
- Yes
- Source - gameobjects/Button.js, line 110
-
<readonly> onUpSoundMarker :string
- This method is deprecated and should not be used. It may be removed in the future.
- Deprecated:
- Yes
- Source - gameobjects/Button.js, line 142
-
<readonly> parent :PIXI.DisplayObjectContainer
-
[read-only] The display object container that contains this display object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 106
-
pivot :PIXI.Point
-
The pivot point of the displayObject that it rotates around
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 49
-
position :PIXI.Point
-
The coordinate of the object relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 14
-
renderable :Boolean
-
Can this object be rendered
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 98
-
<readonly> renderOrderID :number
-
The render order ID, reset every frame.
- Inherited From:
- Source - gameobjects/Image.js, line 908
-
rotation :Number
-
The rotation of the object in radians.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 57
-
scale :PIXI.Point
-
The scale factor of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 22
-
shader :PIXI.AbstractFilter
-
The shader that will be used to render the texture to the stage. Set to null to remove a current shader.
- Inherited From:
- Default Value:
- null
- Source - pixi/display/Sprite.js, line 77
-
smoothed :boolean
-
Enable or disable texture smoothing for this Image. Only works for bitmap/image textures. Smoothing is enabled by default. Set to true to smooth the texture of this Image, or false to disable smoothing (great for pixel art)
- Inherited From:
- Source - gameobjects/Image.js, line 994
-
<readonly> stage :PIXI.Stage
-
[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 115
-
texture :PIXI.Texture
-
The texture that the sprite is using
- Inherited From:
- Source - pixi/display/Sprite.js, line 33
-
tint :Number
-
The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
- Inherited From:
- Default Value:
- 0xFFFFFF
- Source - pixi/display/Sprite.js, line 59
-
transformCallback :function
-
The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters: This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types. The matrix are passed by reference and can be modified directly without needing to return them. This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 30
-
transformCallbackContext :Object
-
The context under which the transformCallback is invoked.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 41
-
<readonly> type :number
-
The Phaser Object Type.
- Source - gameobjects/Button.js, line 50
-
visible :Boolean
-
The visibility of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 73
-
width :Number
-
The width of the sprite, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/display/Sprite.js, line 103
-
world :Phaser.Point
-
The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.
- Inherited From:
- Source - gameobjects/Image.js, line 80
-
<readonly> worldAlpha :Number
-
[read-only] The multiplied alpha of the displayObject
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 124
-
worldVisible :Boolean
-
[read-only] Indicates if the sprite is globally visible.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 359
-
x :Number
-
The position of the displayObject on the x axis relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 761
-
y :Number
-
The position of the displayObject on the y axis relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 776
-
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.
- Inherited From:
- Source - gameobjects/Image.js, line 53
The Sound to be played when this Buttons Down state is activated.
Type:
The Sound Marker used in conjunction with the onDownSound.
The Sound to be played when this Buttons Out state is activated.
Type:
The Sound Marker used in conjunction with the onOutSound.
The Sound to be played when this Buttons Over state is activated.
Type:
The Sound Marker used in conjunction with the onOverSound.
The Sound to be played when this Buttons Up state is activated.
Type:
The Sound Marker used in conjunction with the onUpSound.
Methods
-
addChild(child) → {PIXI.DisplayObject}
-
Adds a child to the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to add to the container
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 90
-
addChildAt(child, index) → {PIXI.DisplayObject}
-
Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
Parameters:
Name Type Description child
PIXI.DisplayObject The child to add
index
Number The index to place the child in
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 102
-
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.
Returns:
This instance.
- Inherited From:
- Source - gameobjects/Image.js, line 614
-
clearFrames()
-
Clears all of the frames set on this Button.
- Source - gameobjects/Button.js, line 221
-
crop(rect, copy)
-
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 Argument Default Description rect
Phaser.Rectangle The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.
copy
boolean <optional>
false 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.
- Inherited From:
- Source - gameobjects/Image.js, line 384
-
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?
- Inherited From:
- Source - gameobjects/Image.js, line 514
-
generateTexture(resolution, scaleMode, renderer) → {PIXI.Texture}
-
Useful function that returns a texture of the displayObject object that can then be used to create sprites This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.
Parameters:
Name Type Description resolution
Number The resolution of the texture being generated
scaleMode
Number See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
renderer
PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer used to generate the texture.
Returns:
a texture of the graphics object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 582
-
getBounds(matrix) → {PIXI.Rectangle}
-
Returns the bounds of the Sprite as a rectangle. The bounds calculation takes the worldTransform into account.
Parameters:
Name Type Description matrix
PIXI.Matrix the transformation matrix of the sprite
Returns:
the framing rectangle
- Inherited From:
- Source - pixi/display/Sprite.js, line 163
-
getChildAt(index) → {PIXI.DisplayObject}
-
Returns the child at the specified index
Parameters:
Name Type Description index
Number The index to get the child from
Returns:
The child at the given index, if any.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 193
-
getChildIndex(child) → {Number}
-
Returns the index position of a child DisplayObject instance
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject instance to identify
Returns:
Number -The index position of the child display object to identify
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 158
-
getLocalBounds() → {PIXI.Rectangle}
-
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.
Returns:
The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 362
-
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.
Returns:
This instance.
- Inherited From:
- Source - gameobjects/Image.js, line 489
-
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.
- Inherited From:
- Source - gameobjects/Image.js, line 242
-
<internal> 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.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/Button.js, line 518
-
<internal> 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.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/Button.js, line 498
-
<internal> 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.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/Button.js, line 466
-
<internal> 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.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/Button.js, line 538
-
postUpdate()
-
Internal function called by the World postUpdate cycle.
- Inherited From:
- Source - gameobjects/Image.js, line 214
-
preUpdate()
-
Automatically called by World.preUpdate.
- Inherited From:
- Source - gameobjects/Image.js, line 161
-
removeChild(child) → {PIXI.DisplayObject}
-
Removes a child from the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to remove
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 210
-
removeChildAt(index) → {PIXI.DisplayObject}
-
Removes a child from the specified index position.
Parameters:
Name Type Description index
Number The index to get the child from
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 225
-
removeChildren(beginIndex, endIndex)
-
Removes all children from this container that are within the begin and end indexes.
Parameters:
Name Type Description beginIndex
Number The beginning position. Default value is 0.
endIndex
Number The ending position. Default value is size of the container.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 243
-
<internal> removedFromWorld()
-
Called when this Button is removed from the World.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - gameobjects/Button.js, line 232
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removeStageReference()
-
Removes the current stage reference from the container and all of its children.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 404
-
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.
Returns:
This instance.
- Inherited From:
- Source - gameobjects/Image.js, line 591
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resetFrame()
-
Resets the Texture frame dimensions that the Image uses for rendering.
- Inherited From:
- Source - gameobjects/Image.js, line 369
-
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.
Returns:
This instance.
- Inherited From:
- Source - gameobjects/Image.js, line 465
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setChildIndex(child, index)
-
Changes the position of an existing child in the display object container
Parameters:
Name Type Description child
PIXI.DisplayObject The child DisplayObject instance for which you want to change the index number
index
Number The resulting index number for the child display object
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 175
-
setDownSound(sound, marker)
-
The Sound to be played when a Pointer presses down on this Button.
Parameters:
Name Type Argument Description sound
Phaser.Sound | Phaser.AudioSprite The Sound that will be played.
marker
string <optional>
A Sound Marker that will be used in the playback.
- Source - gameobjects/Button.js, line 438
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setFrame(frame)
-
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.
Parameters:
Name Type Description frame
Phaser.Frame The Frame to be used by the Image texture.
- Inherited From:
- Source - gameobjects/Image.js, line 314
-
setFrames(overFrame, outFrame, downFrame, upFrame)
-
Used to manually set the frames that will be used for the different states of the Button.
Frames can be specified as either an integer (the frame ID) or a string (the frame name); these are the same values that can be used with a Sprite constructor.
Parameters:
Name Type Argument Description overFrame
string | integer <optional>
The frame / frameName when the button is in the Over state.
outFrame
string | integer <optional>
The frame / frameName when the button is in the Out state.
downFrame
string | integer <optional>
The frame / frameName when the button is in the Down state.
upFrame
string | integer <optional>
The frame / frameName when the button is in the Up state.
- Source - gameobjects/Button.js, line 308
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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 | Phaser.AudioSprite The Sound that will be played.
marker
string <optional>
A Sound Marker that will be used in the playback.
- Source - gameobjects/Button.js, line 424
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setOverSound(sound, marker)
-
The Sound to be played when a Pointer moves over this Button.
Parameters:
Name Type Argument Description sound
Phaser.Sound | Phaser.AudioSprite The Sound that will be played.
marker
string <optional>
A Sound Marker that will be used in the playback.
- Source - gameobjects/Button.js, line 410
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setScaleMinMax(minX, minY, maxX, maxY)
-
Sets the scaleMin and scaleMax values in one call. These values are used to limit how far this Image will scale (either up or down) based on its parent. For example if this Image has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignored and the scale value of 1 will be used. By using these values you can carefully control how Images deal with responsive scaling.
If only one parameter is given then that value will be used for both scaleMin and scaleMax: setScaleMinMax(1) = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1
If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y: setScaleMinMax(0.5, 2) = scaleMin.x and y = 0.5 and scaleMax.x and y = 2
If you wish to set scaleMin with different values for x and y then either modify Image.scaleMin directly, or pass
null
for the maxX and maxY parameters.Call setScaleMinMax(null) to clear both the scaleMin and scaleMax values.
Parameters:
Name Type Description minX
number | null The minimum horizontal scale value this Image can scale down to.
minY
number | null The minimum vertical scale value this Image can scale down to.
maxX
number | null The maximum horizontal scale value this Image can scale up to.
maxY
number | null The maximum vertical scale value this Image can scale up to.
- Inherited From:
- Source - gameobjects/Image.js, line 670
-
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 to reset all sounds on this Button.
Parameters:
Name Type Argument Description overSound
Phaser.Sound | Phaser.AudioSprite <optional>
Over Button Sound.
overMarker
string <optional>
Over Button Sound Marker.
downSound
Phaser.Sound | Phaser.AudioSprite <optional>
Down Button Sound.
downMarker
string <optional>
Down Button Sound Marker.
outSound
Phaser.Sound | Phaser.AudioSprite <optional>
Out Button Sound.
outMarker
string <optional>
Out Button Sound Marker.
upSound
Phaser.Sound | Phaser.AudioSprite <optional>
Up Button Sound.
upMarker
string <optional>
Up Button Sound Marker.
- Source - gameobjects/Button.js, line 384
-
setStageReference(stage)
-
Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.
Parameters:
Name Type Description stage
PIXI.Stage the stage that the container will have as its current stage reference
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 386
-
setTexture(texture)
-
Sets the texture of the sprite
Parameters:
Name Type Description texture
PIXI.Texture The PIXI texture that is displayed by the sprite
- Inherited From:
- Source - pixi/display/Sprite.js, line 135
-
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 | Phaser.AudioSprite The Sound that will be played.
marker
string <optional>
A Sound Marker that will be used in the playback.
- Source - gameobjects/Button.js, line 452
-
swapChildren(child, child2)
-
Swaps the position of 2 Display Objects within this container.
Parameters:
Name Type Description child
PIXI.DisplayObject -
child2
PIXI.DisplayObject -
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 133
-
toGlobal(position) → {PIXI.Point}
-
Calculates the global position of the display object
Parameters:
Name Type Description position
PIXI.Point The world origin to calculate from
Returns:
A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 616
-
toLocal(position, from) → {PIXI.Point}
-
Calculates the local position of the display object relative to another point
Parameters:
Name Type Argument Description position
PIXI.Point The world origin to calculate from
from
PIXI.DisplayObject <optional>
The DisplayObject to calculate the global position from
Returns:
A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 630
-
update()
-
Override and use this function in your own custom objects to handle any update requirements you may have.
- Inherited From:
- Source - gameobjects/Image.js, line 204
-
updateCache()
-
Generates and updates the cached sprite for this object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 606
-
updateCrop()
-
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.
- Inherited From:
- Source - gameobjects/Image.js, line 427