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

key : string | Phaser.RenderTexture |

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

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

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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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

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

kill() → {Phaser

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

alpha : number The alpha value of the group container. Inherited From

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