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

getClosestTo(object, callback, callbackContext) → {any}

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

remove(child, destroy, silent) → {boolean}

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

setYSpeed(min, max) → {

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

destroy() Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager.

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

countDead() → {integer} Get the number of dead children in this group. Returns

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

setRotation(min, max) → {

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

cameraOffset : Phaser.Point If this object is

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

alignIn(container, position, offsetX, offsetY)

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

particleDrag : Phaser.Point The X and Y drag component

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