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

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

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

maxRotation : number The maximum possible angular velocity of a particle. Default

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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

2025-01-10 15:47:30
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#getChildAt()
  • References/Game Development/Phaser/Particles/Particle

getChildAt(index) → {DisplayObject}

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

start(explode, lifespan, frequency, quantity,

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

name : string A handy string name for this emitter. Can be set to anything. Source

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