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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

alignIn(container, position, offsetX, offsetY)

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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

setAlphaData() Called by the Emitter if autoAlpha has been enabled. Passes over the alpha ease data and resets the alpha counter.

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

[readonly] children : Array.<Displa

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

removeChild(child) → {DisplayObject}

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

setAlpha(min, max, rate, ease,

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