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

cropRect : Phaser.Rectangle The Rectangle used

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

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

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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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