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

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

addChild(child) → {DisplayObject}

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

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

2025-01-10 15:47:30