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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

alpha : number The alpha value of the group container. Inherited From

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

kill() → {Phaser

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

onEmit() Called by the Emitter when this particle is emitted. Left empty for you to over-ride as required.

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

explode(lifespan, quantity) → {

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

addChild(child) → {DisplayObject}

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

maxParticleSpeed : Phaser.Point The maximum possible

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

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled

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

minParticleScale : number The minimum possible scale of a particle. This is applied to the X and Y axis. If you need to control

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