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

removeAll(destroy, silent, destroyTexture) Removes

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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

maxParticles : number The total number of particles in this emitter. Source

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

emitY : 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#y
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

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

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

getAt(index) → {DisplayObject | integer}

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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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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