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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

onDestroy : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
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

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

particleBringToTop : boolean If this is true then when the Particle is emitted it will be bought to the top of the

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

shader : PIXI.AbstractFilter The

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

2025-01-10 15:47:30
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

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

ID : number - Source code:

2025-01-10 15:47:30