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

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

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

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

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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

[readonly] physicsType : number The const physics body type of this object.

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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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