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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

2025-01-10 15:47:30
Particles.Arcade.Emitter#autoAlpha
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

autoAlpha : boolean When a new Particle is emitted this controls if it will automatically change alpha. Use Emitter.setAlpha to

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

bounce : Phaser.Point How much each particle should

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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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

cursor : DisplayObject The current

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

blendMode : number The blendMode as set on the particle when emitted from the Emitter. Defaults to NORMAL. Needs browser capable

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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

width : number Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.

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