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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

[readonly] children : Array.<Displa

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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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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

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

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

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

update() Called automatically by the game loop, decides when to launch particles and when to "die".

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

filter(predicate, checkExists) → {Phaser

2025-01-10 15:47:30