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

cropRect : Phaser.Rectangle The Rectangle used

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

addAt(child, index, silent) → {

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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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

remove(emitter) Removes an existing Particle Emitter from the Particle Manager. Parameters

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

makeParticles(keys, frames, quantity, collide, collideWorld

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