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

scaleMax : Phaser.Point The maximum scale this Game

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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

reset(x, y, health) → {Phaser

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

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