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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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

maxParticles : number The total number of particles in this emitter. Source

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

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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