addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group
removeChildAt(index) → {DisplayObject}
update() Called automatically by the game loop, decides when to launch particles and when to "die".
getTop() → {any} Return the child at the top of this group. The top child is the child displayed
onChildInputOut : Phaser.Signal This Signal is dispatched
checkAll(key, value, checkAlive, checkVisible, force)
iterate(key, value, returnType, callback, callbackContext, args)
new Emitter(game, x, y, maxParticles) Emitter
[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group
onChildInputOver : Phaser.Signal This Signal is dispatched
Page 16 of 16