Particles.Arcade.Emitter#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

Particles.Arcade.Emitter#swap()

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be swapped with itself, and unparented children cannot be swapped. Parameters Name Type Description child1 any The first child to swap. child2 any The second child to swap. Inherited From Phaser.Group#swap Source code: core/Group.js (Line 891)

Particles.Arcade.Emitter#subAll()

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group.subAll('x', 10) will minus 10 from the child.x value for each child. Parameters Name Type Description property string The property to decrement, for example 'body.velocity.x' or 'angle'. amount number The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10. checkAlive boolean If true the property will only be

Particles.Arcade.Emitter#start()

start(explode, lifespan, frequency, quantity, forceQuantity) → {Phaser.Particles.Arcade.Emitter} Call this function to start emitting particles. Parameters Name Type Argument Default Description explode boolean <optional> true Whether the particles should all burst out at once (true) or at the frequency given (false). lifespan number <optional> 0 How long each particle lives once emitted in ms. 0 = forever. frequency number <optional> 250 Ignored if Explode i

Particles.Arcade.Emitter#sort()

sort(key, order) Sort the children in the group according to a particular key and ordering. Call this function to sort the group according to a particular key value and order. For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING) at the bottom of your State.update(). Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, includingalphabetical sorting, mixing strings and numbers, an

Particles.Arcade.Emitter#setYSpeed()

setYSpeed(min, max) → {Phaser.Particles.Arcade.Emitter} A more compact way of setting the Y velocity range of the emitter. Parameters Name Type Argument Default Description min number <optional> 0 The minimum value for this range. max number <optional> 0 The maximum value for this range. Returns Phaser.Particles.Arcade.Emitter - This Emitter instance. Source code: particles/arcade/Emitter.js (Line 730)

Particles.Arcade.Emitter#setXSpeed()

setXSpeed(min, max) → {Phaser.Particles.Arcade.Emitter} A more compact way of setting the X velocity range of the emitter. Parameters Name Type Argument Default Description min number <optional> 0 The minimum value for this range. max number <optional> 0 The maximum value for this range. Returns Phaser.Particles.Arcade.Emitter - This Emitter instance. Source code: particles/arcade/Emitter.js (Line 711)

Particles.Arcade.Emitter#setSize()

setSize(width, height) → {Phaser.Particles.Arcade.Emitter} A more compact way of setting the width and height of the emitter. Parameters Name Type Description width number The desired width of the emitter (particles are spawned randomly within these dimensions). height number The desired height of the emitter. Returns Phaser.Particles.Arcade.Emitter - This Emitter instance. Source code: particles/arcade/Emitter.js (Line 694)

Particles.Arcade.Emitter#setScale()

setScale(minX, maxX, minY, maxY, rate, ease, yoyo) → {Phaser.Particles.Arcade.Emitter} A more compact way of setting the scale constraints of the particles.The rate parameter, if set to a value above zero, lets you set the speed and ease which the Particle uses to change in scale from min to max across both axis.If rate is zero, which is the default, the particle won't change scale during update, instead it will pick a random scale between min and max on emit. Parameters Name Type Argument D

Particles.Arcade.Emitter#setRotation()

setRotation(min, max) → {Phaser.Particles.Arcade.Emitter} A more compact way of setting the angular velocity constraints of the particles. Parameters Name Type Argument Default Description min number <optional> 0 The minimum value for this range. max number <optional> 0 The maximum value for this range. Returns Phaser.Particles.Arcade.Emitter - This Emitter instance. Source code: particles/arcade/Emitter.js (Line 749)