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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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

addAt(child, index, silent) → {

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

setXSpeed(min, max) → {

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

physicsBodyType : integer If enableBody

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

flow(lifespan, frequency, quantity, total,

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

particleAnchor : Phaser.Point When a particle is created

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

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the

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