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

emitY : number The point the particles are emitted from.Emitter.x and Emitter.y control the containers location, which updates

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

removeChildAt(index) → {DisplayObject}

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

emitters : Object Internal emitters store. Source code:

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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.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#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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Particle#updateCrop()
  • References/Game Development/Phaser/Particles/Particle

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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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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