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

removeChildAt(index) → {DisplayObject}

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

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

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

animations : Phaser.AnimationManager

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

world : Phaser.Point The world coordinates of this

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