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

preUpdate() → {boolean} Automatically called by World.preUpdate. Returns

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

getFirstAlive(createIfNull, x, y, key,

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

minParticleSpeed : Phaser.Point The minimum possible

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

[readonly] children : Array.<Displa

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

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

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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

removeChild(child) → {DisplayObject}

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