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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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

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

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

countDead() → {integer} Get the number of dead children in this group. Returns

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

cursor : DisplayObject The current

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

getClosestTo(object, callback, callbackContext) → {any}

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

animations : Phaser.AnimationManager

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

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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

world : Phaser.Point The world coordinates of this

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

setYSpeed(min, max) → {

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