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

transformCallbackContext : Object The context under which transformCallback is called.

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

[readonly] children : Array.<Displa

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

sort(key, order) Sort the children in the group according to a particular

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

removeChild(child) → {DisplayObject}

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

[readonly] type : number The const type of this object.

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

alignIn(container, position, offsetX, offsetY)

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

cameraOffset : Phaser.Point The x/y coordinate offset

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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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