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

alphaData :array An array of the calculated alpha easing data applied to particles with alphaRates > 0.

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

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

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

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

getFirstExists(exists, createIfNull, x, y,

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

addMultiple(children, silent) → {Array.<

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

kill() → {Phaser

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

maxParticleSpeed : Phaser.Point The maximum possible

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