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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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

getChildAt(index) → {DisplayObject}

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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