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

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

kill() → {Phaser

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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#ID
  • References/Game Development/Phaser/Particles/Particles

ID : number - Source code:

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

onDestroy : Phaser.Signal This signal is dispatched

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