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

getRandomExists(startIndex, endIndex) → {any}

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

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

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

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

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

2025-01-10 15:47:30