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

texture : PIXI.Texture The texture that the

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

events : Phaser.Events All Phaser Game Objects

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

scaleMin : Phaser.Point The minimum scale this Game

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

world : Phaser.Point The world coordinates of this

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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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