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

[readonly] total : integer Total number of existing children in the group.

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

minRotation : number The minimum possible angular velocity of a particle. Source

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

getFirstDead(createIfNull, x, y, key,

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

getChildAt(index) → {DisplayObject}

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

setSize(width, height) → {

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