Particles.Arcade.Emitter#removeChild()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

removeChild(child) → {DisplayObject}

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Particles.Arcade.Emitter#exists
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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Particles.Arcade.Emitter#subAll()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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Particles.Arcade.Emitter#emitX
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

emitX : number The point the particles are emitted from.Emitter.x and Emitter.y control the containers location, which updates

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Particles.Arcade.Emitter#on
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

on : boolean Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.

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Particles.Arcade.Emitter#emitParticle()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

emitParticle(x, y, key, frame)

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Particles.Arcade.Emitter#addChild()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

addChild(child) → {DisplayObject}

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Particles.Arcade.Emitter#getFirstDead()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

getFirstDead(createIfNull, x, y, key,

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Particles.Arcade.Emitter#createMultiple()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

createMultiple(quantity, key, frame, exists) → {array}

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Particles.Arcade.Emitter#left
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

[readonly] left : number Gets the left position of the Emitter.

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