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

emitX : number The point the particles are emitted from.Emitter.x and Emitter.y control the containers location, which updates

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

addChildAt(child, index) → {DisplayObject}

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

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

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