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

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

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

update() Called automatically by the game loop, decides when to launch particles and when to "die".

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

filter(predicate, checkExists) → {Phaser

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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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

create(x, y, key, frame, exists, index)

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

setAll(key, value, checkAlive, checkVisible, operation, force)

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

new Emitter(game, x, y, maxParticles) Emitter

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

height : number Gets or sets the height of the Emitter. This is the region in which a particle can be emitted.

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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