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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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