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

setProperty(child, key, value, operation, force) → {boolean}

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

cameraOffset : Phaser.Point If this object is

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

forEach(callback, callbackContext, checkExists, args) Call a function on

2025-01-10 15:47:30
Particle#game
  • References/Game Development/Phaser/Particles/Particle

game : Phaser.Game A reference to the currently running Game

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

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

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

particleBringToTop : boolean If this is true then when the Particle is emitted it will be bought to the top of the

2025-01-10 15:47:30
Particle#name
  • References/Game Development/Phaser/Particles/Particle

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

explode(lifespan, quantity) → {

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

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the

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

particleDrag : Phaser.Point The X and Y drag component

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