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

alignIn(container, position, offsetX, offsetY)

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

2025-01-10 15:47:30
Particle#updateCrop()
  • References/Game Development/Phaser/Particles/Particle

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

2025-01-10 15:47:30
Particle#width
  • References/Game Development/Phaser/Particles/Particle

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

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

2025-01-10 15:47:30
Particle#swapChildren()
  • References/Game Development/Phaser/Particles/Particle

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

2025-01-10 15:47:30
Particle#alive
  • References/Game Development/Phaser/Particles/Particle

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

2025-01-10 15:47:30
Particle#setScaleData()
  • References/Game Development/Phaser/Particles/Particle

setScaleData() Called by the Emitter if autoScale has been enabled. Passes over the scale ease data and resets the scale counter.

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

update() Updates the Particle scale or alpha if autoScale and autoAlpha are set. Source

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

2025-01-10 15:47:30