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

addAt(child, index, silent) → {

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

getChildAt(index) → {DisplayObject}

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

setXSpeed(min, max) → {

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

physicsBodyType : integer If enableBody

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

flow(lifespan, frequency, quantity, total,

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

particleAnchor : Phaser.Point When a particle is created

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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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