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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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

addChild(child) → {DisplayObject}

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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

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

cropRect : Phaser.Rectangle The Rectangle used

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

new Particle(game, x, y, key, frame) Create a new Particle object. Particles are extended Sprites that are emitted by a

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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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