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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

scaleData :array An array of the calculated scale easing data applied to particles with scaleRates > 0.

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

game : Phaser.Game A reference to the currently running Game

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Particles#add()
  • References/Game Development/Phaser/Particles/Particles

add(emitter) → {Phaser.Emitter} Adds a new Particle Emitter to the Particle Manager.

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

addChildAt(child, index) → {DisplayObject}

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

physicsBodyType : integer If enableBody

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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