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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

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

at(object) → {Phaser

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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#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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