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

forEach(callback, callbackContext, checkExists, args) Call a function on

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

[readonly] top : number Gets the top position of the Emitter.

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

alignTo(parent, position, offsetX, offsetY) → {

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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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

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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

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

transformCallbackContext : Object The context under which transformCallback is called.

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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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