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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

setRotation(min, max) → {

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

getAll(property, value, startIndex, endIndex)

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

scaleData :array An array of the calculated scale easing data applied to particles with scaleRates > 0.

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

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

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

getRandomExists(startIndex, endIndex) → {any}

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.

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