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

autoScale : boolean When a new Particle is emitted this controls if it will automatically scale in size. Use Emitter.setScale to

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

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

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

minParticleSpeed : Phaser.Point The minimum possible

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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

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

[readonly] total : integer Total number of existing children in the group.

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

minRotation : number The minimum possible angular velocity of a particle. Source

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

getFirstAlive(createIfNull, x, y, key,

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

2025-01-10 15:47:30