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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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

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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

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

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

body : Phaser.Physics.Arcade.Body |

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

reset(x, y, health) → {Phaser

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