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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

addChild(child) → {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#hash
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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