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#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)

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

reset(x, y, health) → {Phaser

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

getFirstDead(createIfNull, x, y, key,

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

getChildAt(index) → {DisplayObject}

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

setSize(width, height) → {

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

on : boolean Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.

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

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

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