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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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

update() Updates the Particle scale or alpha if autoScale and autoAlpha are set. Source

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

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

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

removeAll(destroy, silent, destroyTexture) Removes

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

maxParticles : number The total number of particles in this emitter. Source

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

iterate(key, value, returnType, callback, callbackContext, args)

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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