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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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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

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

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

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

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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

shader : PIXI.AbstractFilter The

2025-01-10 15:47:30
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

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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

2025-01-10 15:47:30