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

height : number Gets or sets the height of the Emitter. This is the region in which a particle can be emitted.

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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

new Particles(game) Phaser.Particles is the Particle Manager for the game. It is called during the game update loop and in turn updates

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

[readonly] bottom : number Gets the bottom position of the Emitter.

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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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

removeChildAt(index) → {DisplayObject}

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

setScaleData() Called by the Emitter if autoScale has been enabled. Passes over the scale ease data and resets the scale counter.

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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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