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

[readonly] children : Array.<Displa

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

explode(lifespan, quantity) → {

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

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

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

getRandomExists(startIndex, endIndex) → {any}

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

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

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

getFirstExists(exists, createIfNull, x, y,

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

2025-01-10 15:47:30