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

particleClass :any For emitting your own particle class types. They must extend Phaser.Particle.

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

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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

removeBetween(startIndex, endIndex, destroy, silent)

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

add(child, silent, index) → {

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

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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