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

scaleMin : Phaser.Point The minimum scale this Game

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

texture : PIXI.Texture The texture that the

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

animations : Phaser.AnimationManager

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

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

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

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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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