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

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

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

minParticleSpeed : Phaser.Point The minimum possible

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

reset(x, y, health) → {Phaser

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

[readonly] right : number Gets the right position of the Emitter.

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

minParticleAlpha : number The minimum possible alpha value of a particle. Default

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

play(name, frameRate, loop, killOnComplete) → {

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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

createMultiple(quantity, key, frame, exists) → {array}

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

body : Phaser.Physics.Arcade.Body |

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