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

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

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

emitParticle(x, y, key, frame)

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

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the

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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.

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

body : Phaser.Physics.Arcade.Body |

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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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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