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.

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

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

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

addChildAt(child, index) → {DisplayObject}

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

minParticleAlpha : number The minimum possible alpha value of a particle. Default

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

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

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

emitParticle(x, y, key, frame)

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

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the

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