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

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

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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.

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

scaleMax : Phaser.Point The maximum scale this Game

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

body : Phaser.Physics.Arcade.Body |

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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

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

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

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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

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

alignIn(container, position, offsetX, offsetY)

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