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
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

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

[readonly] children : Array.<Displa

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

sort(key, order) Sort the children in the group according to a particular

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

onDestroy : Phaser.Signal This signal is dispatched

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

alignIn(container, position, offsetX, offsetY)

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

moveAll(group, silent) → {Phaser

2025-01-10 15:47:30