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

particleAnchor : Phaser.Point When a particle is created

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

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

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

classType : Object The type of objects that will be created when using

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

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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

start(explode, lifespan, frequency, quantity,

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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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