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

getChildAt(index) → {DisplayObject}

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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

checkProperty(child, key, value, force) → {boolean} Checks a property

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

x : number Gets or sets the x position of the Emitter. Source code:

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