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

transformCallbackContext : Object The context under which transformCallback is called.

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

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

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

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

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