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

addMultiple(children, silent) → {Array.<

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

[readonly] children : Array.<Displa

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

explode(lifespan, quantity) → {

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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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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

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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