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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

checkAll(key, value, checkAlive, checkVisible, force)

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

[readonly] previousPosition : Phaser.Point

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

iterate(key, value, returnType, callback, callbackContext, args)

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

input : Phaser.InputHandler | null The

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