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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

onDestroy : Phaser.Signal This signal is dispatched

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

explode(lifespan, quantity) → {

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

2025-01-10 15:47:30
Particles.Arcade.Emitter#forEachDead()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

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

moveAll(group, silent) → {Phaser

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

alpha : number The alpha value of the group container. Inherited From

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

addMultiple(children, silent) → {Array.<

2025-01-10 15:47:30
Particles.Arcade.Emitter#alignIn()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

alignIn(container, position, offsetX, offsetY)

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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