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

maxParticleScale : number The maximum possible scale of a particle. This is applied to the X and Y axis. If you need to control

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

getFurthestFrom(object, callback, callbackContext) → {any}

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

minParticleScale : number The minimum possible scale of a particle. This is applied to the X and Y axis. If you need to control

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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

particleClass :any For emitting your own particle class types. They must extend Phaser.Particle.

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

removeBetween(startIndex, endIndex, destroy, silent)

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

makeParticles(keys, frames, quantity, collide, collideWorld

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

particleSendToBack : boolean If this is true then when the Particle is emitted it will be sent to the back of the

2025-01-10 15:47:30