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

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

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

game : Phaser.Game A reference to the currently running Game

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

[readonly] type : number The const type of this object.

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.

2025-01-10 15:47:30