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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

[readonly] previousPosition : Phaser.Point

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

new Emitter(game, x, y, maxParticles) Emitter

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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