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

body : Phaser.Physics.Arcade.Body |

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

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

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

[readonly] children : Array.<Displa

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

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

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

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

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

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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.

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