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

getFirstDead(createIfNull, x, y, key,

2025-01-10 15:47:30
Particles.Arcade.Emitter#createMultiple()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

createMultiple(quantity, key, frame, exists) → {array}

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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.

2025-01-10 15:47:30
Particle#scaleMax
  • References/Game Development/Phaser/Particles/Particle

scaleMax : Phaser.Point The maximum scale this Game

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

[readonly] left : number Gets the left position of the Emitter.

2025-01-10 15:47:30
Particles.Arcade.Emitter#setAlpha()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

setAlpha(min, max, rate, ease,

2025-01-10 15:47:30
Particles.Arcade.Emitter#ignoreChildInput
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Particles.Arcade.Emitter#minRotation
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

minRotation : number The minimum possible angular velocity of a particle. Source

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

2025-01-10 15:47:30