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

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

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

onEmit() Called by the Emitter when this particle is emitted. Left empty for you to over-ride as required.

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

addChild(child) → {DisplayObject}

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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

2025-01-10 15:47:30
Particle#getChildAt()
  • References/Game Development/Phaser/Particles/Particle

getChildAt(index) → {DisplayObject}

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

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

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