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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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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

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

[readonly] previousPosition : Phaser.Point

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

input : Phaser.InputHandler | null The

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

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

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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