enableBodyDebug : boolean If true when a physics body is created (via
outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill
getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child
makeParticles(keys, frames, quantity, collide, collideWorld
particleClass :any For emitting your own particle class types. They must extend Phaser.Particle.
checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame
maxParticleSpeed : Phaser.Point The maximum possible
[readonly] physicsType : number The const physics body type of this object.
new Particle(game, x, y, key, frame) Create a new Particle object. Particles are extended Sprites that are emitted by a
setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy
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