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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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.

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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

2025-01-10 15:47:30
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

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

countLiving() → {integer} Get the number of living children in this group. Returns

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

autoScale : boolean When a new Particle is emitted this controls if it will automatically scale in size. Use Emitter.setScale to

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

setSize(width, height) → {

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

checkProperty(child, key, value, force) → {boolean} Checks a property

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

reset(x, y, health) → {Phaser

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