divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group
update() Called automatically by the game loop, decides when to launch particles and when to "die".
filter(predicate, checkExists) → {Phaser
addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will
create(x, y, key, frame, exists, index)
setAll(key, value, checkAlive, checkVisible, operation, force)
new Emitter(game, x, y, maxParticles) Emitter
height : number Gets or sets the height of the Emitter. This is the region in which a particle can be emitted.
onChildInputOver : Phaser.Signal This Signal is dispatched
[readonly] length : integer Total number of children in this group, regardless of exists/alive
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