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

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

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

addChildAt(child, index) → {DisplayObject}

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

preUpdate() → {boolean} Automatically called by World.preUpdate. Returns

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