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

getFurthestFrom(object, callback, callbackContext) → {any}

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

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

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

new Particle(game, x, y, key, frame) Create a new Particle object. Particles are extended Sprites that are emitted by a

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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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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

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

2025-01-10 15:47:30
Particles.Arcade.Emitter#onChildInputUp
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

onChildInputUp : Phaser.Signal This Signal is dispatched

2025-01-10 15:47:30
Particles.Arcade.Emitter#removeBetween()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

removeBetween(startIndex, endIndex, destroy, silent)

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