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

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

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

addChildAt(child, index) → {DisplayObject}

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

alignIn(container, position, offsetX, offsetY)

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