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

reset(x, y, health) → {Phaser

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

play(name, frameRate, loop, killOnComplete) → {

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

body : Phaser.Physics.Arcade.Body |

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

alignIn(container, position, offsetX, offsetY)

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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

setAlphaData() Called by the Emitter if autoAlpha has been enabled. Passes over the alpha ease data and resets the alpha counter.

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

[readonly] children : Array.<Displa

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

2025-01-10 15:47:30