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

explode(lifespan, quantity) → {

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

particleDrag : Phaser.Point The X and Y drag component

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

[readonly] top : number Gets the top position of the Emitter.

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

alignIn(container, position, offsetX, offsetY)

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

cameraOffset : Phaser.Point If this object is

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

angularDrag : number The angular drag component of particles launched from the emitter if they are rotating.

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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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