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

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

2025-01-10 15:47:30
Particles.Arcade.Emitter#rotation
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

removeChild(child) → {DisplayObject}

2025-01-10 15:47:30
Particles.Arcade.Emitter#frequency
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

frequency : number How often a particle is emitted in ms (if emitter is started with Explode === false).

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

setAlpha(min, max, rate, ease,

2025-01-10 15:47:30
Particles.Arcade.Emitter#next()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

2025-01-10 15:47:30
Particles.Arcade.Emitter#addChild()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

addChild(child) → {DisplayObject}

2025-01-10 15:47:30
Particles.Arcade.Emitter#getFirstAlive()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

getFirstAlive(createIfNull, x, y, key,

2025-01-10 15:47:30
Particles.Arcade.Emitter#setSize()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

setSize(width, height) → {

2025-01-10 15:47:30