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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

getAll(property, value, startIndex, endIndex)

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

maxParticleAlpha : number The maximum possible alpha value of a particle. Default

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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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

set(child, key, value, checkAlive, checkVisible, operation,

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

bounce : Phaser.Point How much each particle should

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

autoAlpha : boolean When a new Particle is emitted this controls if it will automatically change alpha. Use Emitter.setAlpha to

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

removeChildAt(index) → {DisplayObject}

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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