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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

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

addChild(child) → {DisplayObject}

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

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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

getFirstAlive(createIfNull, x, y, key,

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

getChildAt(index) → {DisplayObject}

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

[readonly] total : integer Total number of existing children in the group.

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

new Arcade() Arcade Particles is a Particle System integrated with Arcade Physics. Source

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

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