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

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

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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

x : number Gets or sets the x position of the Emitter. Source code:

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

alignIn(container, position, offsetX, offsetY)

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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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.

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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

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