Particles.Arcade.Emitter#filter()

filter(predicate, checkExists) → {Phaser.ArraySet} Find children matching a certain predicate. For example: var healthyList = Group.filter(function(child, index, children) { return child.health > 10 ? true : false; }, true); healthyList.callAll('attack'); Note: Currently this will skip any children which are Groups themselves. Parameters Name Type Argument Default Description predicate function The function that each child will be evaluated against. Each child of the group will

Particles.Arcade.Emitter#explode()

explode(lifespan, quantity) → {Phaser.Particles.Arcade.Emitter} Call this function to emit the given quantity of particles at all once (an explosion) Parameters Name Type Argument Default Description lifespan number <optional> 0 How long each particle lives once emitted in ms. 0 = forever. quantity number <optional> 0 How many particles to launch. Returns Phaser.Particles.Arcade.Emitter - This Emitter instance. Source code: particles/arcade/Emitter.js (Line 438)

Particles.Arcade.Emitter#exists

exists : boolean If exists is true the group is updated, otherwise it is skipped. Inherited From Phaser.Group#exists Default Value true Source code: core/Group.js (Line 100)

Particles.Arcade.Emitter#enableBodyDebug

enableBodyDebug : boolean If true when a physics body is created (via enableBody) it will create a physics debug object as well. This only works for P2 bodies. Inherited From Phaser.Group#enableBodyDebug Source code: core/Group.js (Line 217)

Particles.Arcade.Emitter#enableBody

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If there are children already in the Group at the time you set this property, they are not changed. The default body type is controlled with physicsBodyType. Inherited From Phaser.Group#enableBody Source code: core/Group.js (Line 208)

Particles.Arcade.Emitter#emitY

emitY : number The point the particles are emitted from.Emitter.x and Emitter.y control the containers location, which updates all current particlesEmitter.emitX and Emitter.emitY control the emission location relative to the x/y position. Source code: particles/arcade/Emitter.js (Line 183)

Particles.Arcade.Emitter#emitX

emitX : number The point the particles are emitted from.Emitter.x and Emitter.y control the containers location, which updates all current particlesEmitter.emitX and Emitter.emitY control the emission location relative to the x/y position. Source code: particles/arcade/Emitter.js (Line 175)

Particles.Arcade.Emitter#Emitter

new Emitter(game, x, y, maxParticles) Emitter is a lightweight particle emitter that uses Arcade Physics.It can be used for one-time explosions or for continuous effects like rain and fire.All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly. Parameters Name Type Argument Default Description game Phaser.Game Current game instance. x number <optional> 0 The x coordinate within the Emitter that the particles a

Particles.Arcade.Emitter#emitParticle()

emitParticle(x, y, key, frame) → {boolean} This function is used internally to emit the next particle in the queue. However it can also be called externally to emit a particle. When called externally you can use the arguments to override any defaults the Emitter has set. Parameters Name Type Argument Description x number <optional> The x coordinate to emit the particle from. If null or undefined it will use Emitter.emitX or if the Emitter has a width > 1 a random value between Em

Particles.Arcade.Emitter#divideAll()

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group.divideAll('x', 2) will half the child.x value for each child. Parameters Name Type Description property string The property to divide, for example 'body.velocity.x' or 'angle'. amount number The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50. checkAlive boolean If true the property will only be changed if