Particles.Arcade.Emitter#setAllChildren()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

setAllChildren(key, value, checkAlive, checkVisible, operation,

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Particle#events
  • References/Game Development/Phaser/Particles/Particle

events : Phaser.Events All Phaser Game Objects

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Particle#contains()
  • References/Game Development/Phaser/Particles/Particle

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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Particle#removeChildAt()
  • References/Game Development/Phaser/Particles/Particle

removeChildAt(index) → {DisplayObject}

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Particle#pendingDestroy
  • References/Game Development/Phaser/Particles/Particle

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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Particles.Arcade.Emitter#autoAlpha
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

autoAlpha : boolean When a new Particle is emitted this controls if it will automatically change alpha. Use Emitter.setAlpha to

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Particles.Arcade.Emitter#bounce
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

bounce : Phaser.Point How much each particle should

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Particle#alignTo()
  • References/Game Development/Phaser/Particles/Particle

alignTo(parent, position, offsetX, offsetY) → {Object}

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Particle#setScaleMinMax()
  • References/Game Development/Phaser/Particles/Particle

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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Particle#world
  • References/Game Development/Phaser/Particles/Particle

world : Phaser.Point The world coordinates of this

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