Particles.Arcade.Emitter#removeAll()

removeAll(destroy, silent, destroyTexture) Removes all children from this Group, but does not remove the group from its parent. The children can be optionally destroyed as they are removed. You can also optionally also destroy the BaseTexture the Child is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type Argument Default Description destroy boolean <optional> false If true destroy will be invoked on each removed child. silent

Particles.Arcade.Emitter#remove()

remove(child, destroy, silent) → {boolean} Removes the given child from this group. This will dispatch an onRemovedFromGroup event from the child (if it has one), and optionally destroy the child. If the group cursor was referring to the removed child it is updated to refer to the next child. Parameters Name Type Argument Default Description child any The child to remove. destroy boolean <optional> false If true destroy will be invoked on the removed child. silent boolean

Particles.Arcade.Emitter#previous()

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If the cursor is at the start of the group (bottom child) it is moved to the end (top child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#previous Source code: core/Group.js (Line 862)

Particles.Arcade.Emitter#physicsType

[readonly] physicsType : number The const physics body type of this object. Source code: particles/arcade/Emitter.js (Line 45)

Particles.Arcade.Emitter#physicsSortDirection

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property. It should be set to one of the Phaser.Physics.Arcade sort direction constants: Phaser.Physics.Arcade.SORT_NONEPhaser.Physics.Arcade.LEFT_RIGHTPhaser.Physics.Arcade.RIGHT_LEFTPhaser.Physics.Arcade.TOP_BOTTOMPhaser.Physics.Arcade.BOTTOM_TOP If set to null the Group will use whatever Phaser.Physics.Arcade.sortDirection is set to. This is the default behavior. Inhe

Particles.Arcade.Emitter#physicsBodyType

physicsBodyType : integer If enableBody is true this is the type of physics body that is created on new Sprites. The valid values are Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA, etc. Inherited From Phaser.Group#physicsBodyType Source code: core/Group.js (Line 225)

Particles.Arcade.Emitter#pendingDestroy

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy methodcalled on the next logic update.You can set it directly to flag the Group to be destroyed on its next update. This is extremely useful if you wish to destroy a Group from within one of its own callbacksor a callback of one of its children. Inherited From Phaser.Group#pendingDestroy Source code: core/Group.js (Line 119)

Particles.Arcade.Emitter#particleSendToBack

particleSendToBack : boolean If this is true then when the Particle is emitted it will be sent to the back of the Emitters display list. Source code: particles/arcade/Emitter.js (Line 205)

Particles.Arcade.Emitter#particleDrag

particleDrag : Phaser.Point The X and Y drag component of particles launched from the emitter. Source code: particles/arcade/Emitter.js (Line 126)

Particles.Arcade.Emitter#particleClass

particleClass :any For emitting your own particle class types. They must extend Phaser.Particle. Source code: particles/arcade/Emitter.js (Line 121)