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

[readonly] physicsType : number The const physics body type of this object.

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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

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

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

[readonly] bottom : number Gets the bottom position of the Emitter.

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

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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