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

at(object) → {Phaser

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

getChildAt(index) → {DisplayObject}

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

getAt(index) → {DisplayObject | integer}

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

removeChildAt(index) → {DisplayObject}

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