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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

create(x, y, key, frame, exists, index)

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

filter(predicate, checkExists) → {Phaser

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

setAll(key, value, checkAlive, checkVisible, operation, force)

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