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

destroy() Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager.

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

setRotation(min, max) → {

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

setScale(minX, maxX, minY, maxY, rate

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

lifespan : number How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles

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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

resetChild(child, x, y, key, frame)

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

gravity : number Sets the body.gravity.y of each particle sprite to this value on launch.

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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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

texture : PIXI.Texture The texture that the

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