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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

setAlpha(min, max, rate, ease,

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

at(object) → {Phaser

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

frequency : number How often a particle is emitted in ms (if emitter is started with Explode === false).

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