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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

removeChildAt(index) → {DisplayObject}

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

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

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

key : string | Phaser.RenderTexture |

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