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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

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

addChildAt(child, 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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