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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

game : Phaser.Game A reference to the currently running Game

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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

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

flow(lifespan, frequency, quantity, total,

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

classType : Object The type of objects that will be created when using

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

alignIn(container, position, offsetX, offsetY)

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

body : Phaser.Physics.Arcade.Body |

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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