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

explode(lifespan, quantity) → {

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

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

[readonly] type : number The const type of this object.

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

[readonly] children : Array.<Displa

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

getFirstExists(exists, createIfNull, x, y,

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

2025-01-10 15:47:30
Particles#add()
  • References/Game Development/Phaser/Particles/Particles

add(emitter) → {Phaser.Emitter} Adds a new Particle Emitter to the Particle Manager.

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

getRandomExists(startIndex, endIndex) → {any}

2025-01-10 15:47:30