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These archived docs are for Phaser 2.4.2 Phaser 3 docs can be found on newdocs.phaser.io.
Phaser CE docs can be found on the Phaser CE Documentation site.

Constructor

Phaser.Particles.Arcade. 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 are emitted from.

y number <optional>
0

The y coordinate within the Emitter that the particles are emitted from.

maxParticles number <optional>
50

The total number of particles in this emitter.

Source code: particles/arcade/Emitter.js (Line 20)

Extends

Public Properties

alive : boolean

The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive.

Inherited From
Default Value
  • true
Source code: core/Group.js (Line 92)

alpha : number

The alpha value of the group container.

Inherited From
Source code: core/Group.js (Line 2212)

alphaData :array

An array of the calculated alpha easing data applied to particles with alphaRates > 0.

Source code: particles/arcade/Emitter.js (Line 109)

angle : number

The angle of rotation of the group container, in degrees.

This adjusts the group itself by modifying its local rotation transform.

This has no impact on the rotation/angle properties of the children, but it will update their worldTransform and on-screen orientation and position.

Inherited From
Source code: core/Group.js (Line 2144)

angularDrag : number

The angular drag component of particles launched from the emitter if they are rotating.

Default Value
  • 0
Source code: particles/arcade/Emitter.js (Line 132)

area : Phaser.Rectangle

The area of the emitter. Particles can be randomly generated from anywhere within this rectangle.

Source code: particles/arcade/Emitter.js (Line 51)

autoAlpha : boolean

When a new Particle is emitted this controls if it will automatically change alpha. Use Emitter.setAlpha to configure.

Source code: particles/arcade/Emitter.js (Line 193)

autoScale : boolean

When a new Particle is emitted this controls if it will automatically scale in size. Use Emitter.setScale to configure.

Source code: particles/arcade/Emitter.js (Line 188)

blendMode : number

The blendMode as set on the particle when emitted from the Emitter. Defaults to NORMAL. Needs browser capable of supporting canvas blend-modes (most not available in WebGL)

Source code: particles/arcade/Emitter.js (Line 167)

[readonly] bottom : number

Gets the bottom position of the Emitter.

Source code: particles/arcade/Emitter.js (Line 916)

bounce : Phaser.Point

How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.

Source code: particles/arcade/Emitter.js (Line 149)

cacheAsBitmap : boolean

Set if this display object is cached as a bitmap. This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. To remove simply set this property to 'null'

Inherited From
Source code: pixi/display/DisplayObject.js (Line 366)

cameraOffset : Phaser.Point

If this object is fixedToCamera then this stores the x/y position offset relative to the top-left of the camera view. If the parent of this Group is also fixedToCamera then the offset here is in addition to that and should typically be disabled.

Inherited From
Source code: core/Group.js (Line 209)

[readonly] children : Array.<DisplayObject>

[read-only] The array of children of this container.

Type
Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 17)

classType : Object

The type of objects that will be created when using create or createMultiple.

Any object may be used but it should extend either Sprite or Image and accept the same constructor arguments: when a new object is created it is passed the following parameters to its constructor: (game, x, y, key, frame).

Inherited From
Default Value
Source code: core/Group.js (Line 129)

cursor : DisplayObject

The current display object that the group cursor is pointing to, if any. (Can be set manually.)

The cursor is a way to iterate through the children in a Group using next and previous.

Inherited From
Source code: core/Group.js (Line 137)

[readonly] cursorIndex : integer

The current index of the Group cursor. Advance it with Group.next.

Inherited From
Source code: core/Group.js (Line 192)

emitX : number

The point the particles are emitted from. Emitter.x and Emitter.y control the containers location, which updates all current particles Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.

Source code: particles/arcade/Emitter.js (Line 175)

emitY : number

The point the particles are emitted from. Emitter.x and Emitter.y control the containers location, which updates all current particles Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.

Source code: particles/arcade/Emitter.js (Line 183)

enableBody : boolean

If true all Sprites created by, or added to this group, will have a physics body enabled on them.

The default body type is controlled with physicsBodyType.

Inherited From
Source code: core/Group.js (Line 145)

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
Default Value
  • false
Source code: core/Group.js (Line 154)

exists : boolean

If exists is true the group is updated, otherwise it is skipped.

Inherited From
Default Value
  • true
Source code: core/Group.js (Line 99)

filterArea :Rectangle

The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle

Inherited From
Source code: pixi/display/DisplayObject.js (Line 183)

filters : Array.<Filter>

Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. To remove filters simply set this property to 'null'

Type
  • Array.<Filter>
Inherited From
Source code: pixi/display/DisplayObject.js (Line 328)

fixedToCamera : boolean

A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset.

Note that the cameraOffset values are in addition to any parent in the display list. So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x

Inherited From
Source code: core/Group.js (Line 202)

frequency : number

How often a particle is emitted in ms (if emitter is started with Explode === false).

Default Value
  • 100
Source code: particles/arcade/Emitter.js (Line 138)

<internal> game : Phaser.Game

A reference to the currently running Game.

Inherited From
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 38)

gravity : number

Sets the body.gravity.y of each particle sprite to this value on launch.

Default Value
  • 100
Source code: particles/arcade/Emitter.js (Line 115)

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 Group.removeFromHash.

Only children of this Group can be added to and removed from the hash.

This hash is used automatically by Phaser Arcade Physics in order to perform non z-index based destructive sorting. However if you don't use Arcade Physics, or this isn't a physics enabled Group, then you can use the hash to perform your own sorting and filtering of Group children without touching their z-index (and therefore display draw order)

Inherited From
Source code: core/Group.js (Line 222)

height : number

Gets or sets the height of the Emitter. This is the region in which a particle can be emitted.

Source code: particles/arcade/Emitter.js (Line 829)

hitArea :Rectangle | Circle | Ellipse | Polygon

This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)

Type
  • Rectangle | Circle | Ellipse | Polygon
Inherited From
Source code: pixi/display/DisplayObject.js (Line 81)

ignoreDestroy : boolean

A group with ignoreDestroy set to true ignores all calls to its destroy method.

Inherited From
Default Value
  • false
Source code: core/Group.js (Line 106)

[readonly] left : number

Gets the left position of the Emitter.

Source code: particles/arcade/Emitter.js (Line 877)

[readonly] length : integer

Total number of children in this group, regardless of exists/alive status.

Inherited From
Source code: core/Group.js (Line 2127)

lifespan : number

How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles to live forever.

Default Value
  • 2000
Source code: particles/arcade/Emitter.js (Line 144)

mask : PIXI.Graphics

Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 303)

maxParticleAlpha : number

The maximum possible alpha value of a particle.

Default Value
  • 1
Source code: particles/arcade/Emitter.js (Line 104)

maxParticles : number

The total number of particles in this emitter.

Source code: particles/arcade/Emitter.js (Line 26)

maxParticleScale : number

The maximum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see maxParticleScaleX.

Default Value
  • 1
Source code: particles/arcade/Emitter.js (Line 75)

maxParticleSpeed : Phaser.Point

The maximum possible velocity of a particle.

Source code: particles/arcade/Emitter.js (Line 63)

maxRotation : number

The maximum possible angular velocity of a particle.

Default Value
  • 360
Source code: particles/arcade/Emitter.js (Line 92)

minParticleAlpha : number

The minimum possible alpha value of a particle.

Default Value
  • 1
Source code: particles/arcade/Emitter.js (Line 98)

minParticleScale : number

The minimum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see minParticleScaleX.

Default Value
  • 1
Source code: particles/arcade/Emitter.js (Line 69)

minParticleSpeed : Phaser.Point

The minimum possible velocity of a particle.

Source code: particles/arcade/Emitter.js (Line 57)

minRotation : number

The minimum possible angular velocity of a particle.

Source code: particles/arcade/Emitter.js (Line 86)

name : string

A handy string name for this emitter. Can be set to anything.

Source code: particles/arcade/Emitter.js (Line 33)

on : boolean

Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.

Default Value
  • false
Source code: particles/arcade/Emitter.js (Line 155)

onDestroy : Phaser.Signal

This signal is dispatched when the group is destroyed.

Inherited From
Source code: core/Group.js (Line 186)

[readonly] parent : PIXI.DisplayObjectContainer

[read-only] The display object container that contains this display object.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 98)

particleAnchor : Phaser.Point

When a particle is created its anchor will be set to match this Point object (defaults to x/y: 0.5 to aid in rotation)

Source code: particles/arcade/Emitter.js (Line 161)

particleBringToTop : boolean

If this is true then when the Particle is emitted it will be bought to the top of the Emitters display list.

Default Value
  • false
Source code: particles/arcade/Emitter.js (Line 199)

particleClass :any

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

Source code: particles/arcade/Emitter.js (Line 121)

particleDrag : Phaser.Point

The X and Y drag component of particles launched from the emitter.

Source code: particles/arcade/Emitter.js (Line 126)

particleSendToBack : boolean

If this is true then when the Particle is emitted it will be sent to the back of the Emitters display list.

Default Value
  • false
Source code: particles/arcade/Emitter.js (Line 205)

pendingDestroy : boolean

A Group is that has pendingDestroy set to true is flagged to have its destroy method called 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 callbacks or a callback of one of its children.

Inherited From
Source code: core/Group.js (Line 118)

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.P2, Phaser.Physics.NINJA, etc.

Inherited From
Source code: core/Group.js (Line 162)

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_NONE Phaser.Physics.Arcade.LEFT_RIGHT Phaser.Physics.Arcade.RIGHT_LEFT Phaser.Physics.Arcade.TOP_BOTTOM Phaser.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.

Inherited From
Default Value
  • null
Source code: core/Group.js (Line 180)

[readonly] physicsType : number

The const physics body type of this object.

Source code: particles/arcade/Emitter.js (Line 45)

pivot :Point

The pivot point of the displayObject that it rotates around

Inherited From
Source code: pixi/display/DisplayObject.js (Line 49)

position :Point

The coordinate of the object relative to the local coordinates of the parent.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 14)

renderable : boolean

Can this object be rendered

Inherited From
Source code: pixi/display/DisplayObject.js (Line 90)

Gets the right position of the Emitter.

Source code: particles/arcade/Emitter.js (Line 890)

rotation : number

The angle of rotation of the group container, in radians.

This will adjust the group container itself by modifying its rotation. This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position.

Inherited From
Source code: core/Group.js (Line 2196)

scale :Point

The scale factor of the object.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 22)

scaleData :array

An array of the calculated scale easing data applied to particles with scaleRates > 0.

Source code: particles/arcade/Emitter.js (Line 80)

[readonly] stage : PIXI.Stage

[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 107)

[readonly] top : number

Gets the top position of the Emitter.

Source code: particles/arcade/Emitter.js (Line 903)

[readonly] total : integer

Total number of existing children in the group.

Inherited From
Source code: core/Group.js (Line 2110)

transformCallback : Function

The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters: This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types. The matrix are passed by reference and can be modified directly without needing to return them. This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 30)

transformCallbackContext : Object

The context under which the transformCallback is invoked.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 41)

<internal> type : number

Internal Phaser Type value.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: particles/arcade/Emitter.js (Line 39)

visible : boolean

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

Inherited From
Source code: core/Group.js (Line 2205)

width : number

Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.

Source code: particles/arcade/Emitter.js (Line 813)

[readonly] worldAlpha : number

[read-only] The multiplied alpha of the displayObject

Inherited From
Source code: pixi/display/DisplayObject.js (Line 116)

[readonly] worldPosition :Point

The position of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 135)

[readonly] worldRotation : number

The rotation of the Display Object, in radians, based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 155)

[readonly] worldScale :Point

The scale of the Display Object based on the world transform. This value is updated at the end of updateTransform and takes all parent transforms into account.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 145)

worldVisible : boolean

[read-only] Indicates if the sprite is globally visible.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 279)

x : number

Gets or sets the x position of the Emitter.

Source code: particles/arcade/Emitter.js (Line 845)

y : number

Gets or sets the y position of the Emitter.

Source code: particles/arcade/Emitter.js (Line 861)

z : integer

The z-depth value of this object within its parent container/Group - the World is a Group as well. This value must be unique for each child in a Group.

Inherited From
Source code: core/Group.js (Line 56)

Public Methods

add(child, silent) → {DisplayObject}

Adds an existing object as the top child in this group.

The child is automatically added to the top of the group and is displayed on top of every previous child.

If Group.enableBody is set then a physics body will be created on the object, so long as one does not already exist.

Use addAt to control where a child is added. Use create to create and add a new child.

Parameters
Name Type Argument Default Description
child DisplayObject

The display object to add as a child.

silent boolean <optional>
false

If true the child will not dispatch the onAddedToGroup event.

Returns

The child that was added to the group.

Inherited From
Source code: core/Group.js (Line 271)

addAll(property, amount, checkAlive, checkVisible)

Adds the amount to the given property on all children in this group.

Group.addAll('x', 10) will add 10 to the child.x value for each child.

Parameters
Name Type Description
property string

The property to increment, for example 'body.velocity.x' or 'angle'.

amount number

The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50.

checkAlive boolean

If true the property will only be changed if the child is alive.

checkVisible boolean

If true the property will only be changed if the child is visible.

Inherited From
Source code: core/Group.js (Line 1108)

addAt(child, index, silent) → {DisplayObject}

Adds an existing object to this group.

The child is added to the group at the location specified by the index value, this allows you to control child ordering.

Parameters
Name Type Argument Default Description
child DisplayObject

The display object to add as a child.

index integer <optional>
0

The index within the group to insert the child to.

silent boolean <optional>
false

If true the child will not dispatch the onAddedToGroup event.

Returns

The child that was added to the group.

Inherited From
Source code: core/Group.js (Line 400)

addChild(child) → {PIXI.DisplayObject}

Adds a child to the container.

Parameters
Name Type Description
child PIXI.DisplayObject

The DisplayObject to add to the container

Returns

The child that was added.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 91)

addChildAt(child, index) → {PIXI.DisplayObject}

Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown

Parameters
Name Type Description
child PIXI.DisplayObject

The child to add

index Number

The index to place the child in

Returns

The child that was added.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 103)

addMultiple(children, silent) → {Array.<DisplayObject> | Phaser.Group}

Adds an array of existing Display Objects to this Group.

The Display Objects are automatically added to the top of this Group, and will render on-top of everything already in this Group.

As well as an array you can also pass another Group as the first argument. In this case all of the children from that Group will be removed from it and added into this Group.

Parameters
Name Type Argument Default Description
children Array.<DisplayObject> | Phaser.Group

An array of display objects or a Phaser.Group. If a Group is given then all children will be moved from it.

silent boolean <optional>
false

If true the children will not dispatch the onAddedToGroup event.

Returns

The array of children or Group of children that were added to this Group.

Inherited From
Source code: core/Group.js (Line 369)

addToHash(child) → {boolean}

Adds a child of this Group into the hash array. This call will return false if the child is not a child of this Group, or is already in the hash.

Parameters
Name Type Description
child DisplayObject

The display object to add to this Groups hash. Must be a member of this Group already and not present in the hash.

Returns
boolean -

True if the child was successfully added to the hash, otherwise false.

Inherited From
Source code: core/Group.js (Line 319)

<internal> ascendingSortHandler(a, b)

An internal helper function for the sort process.

Parameters
Name Type Description
a object

The first object being sorted.

b object

The second object being sorted.

Inherited From
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 1644)

at(object)

Change the emitters center to match the center of any object with a center property, such as a Sprite. If the object doesn't have a center property it will be set to object.x + object.width / 2

Parameters
Name Type Description
object object | Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Text | PIXI.DisplayObject

The object that you wish to match the center with.

Source code: particles/arcade/Emitter.js (Line 791)

bringToTop(child) → {any}

Brings the given child to the top of this group so it renders above all other children.

Parameters
Name Type Description
child any

The child to bring to the top of this group.

Returns
any -

The child that was moved.

Inherited From
Source code: core/Group.js (Line 656)

callAll(method, context, args)

Calls a function, specified by name, on all on children.

The function is called for all children regardless if they are dead or alive (see callAllExists for different options). After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child.

Parameters
Name Type Argument Default Description
method string

Name of the function on the child to call. Deep property lookup is supported.

context string <optional>
null

A string containing the context under which the method will be executed. Set to null to default to the child.

args any <repeatable>

Additional parameters that will be passed to the method.

Inherited From
Source code: core/Group.js (Line 1263)

callAllExists(callback, existsValue, parameter)

Calls a function, specified by name, on all children in the group who exist (or do not exist).

After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback.

Parameters
Name Type Argument Description
callback string

Name of the function on the children to call.

existsValue boolean

Only children with exists=existsValue will be called.

parameter any <repeatable>

Additional parameters that will be passed to the callback.

Inherited From
Source code: core/Group.js (Line 1176)

<internal> callbackFromArray(child, callback, length)

Returns a reference to a function that exists on a child of the group based on the given callback array.

Parameters
Name Type Description
child object

The object to inspect.

callback array

The array of function names.

length integer

The size of the array (pre-calculated in callAll).

Inherited From
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 1210)

checkAll(key, value, checkAlive, checkVisible, force)

Quickly check that the same property across all children of this group is equal to the given value.

This call doesn't descend down children, so if you have a Group inside of this group, the property will be checked on the group but not its children.

Parameters
Name Type Argument Default Description
key string

The property, as a string, to be set. For example: 'body.velocity.x'

value any

The value that will be checked.

checkAlive boolean <optional>
false

If set then only children with alive=true will be checked. This includes any Groups that are children.

checkVisible boolean <optional>
false

If set then only children with visible=true will be checked. This includes any Groups that are children.

force boolean <optional>
false

If force is true then the property will be checked on the child regardless if it already exists or not. If true and the property doesn't exist, false will be returned.

Inherited From
Source code: core/Group.js (Line 1075)

checkProperty(child, key, value, force) → {boolean}

Checks a property for the given value on the child.

Parameters
Name Type Argument Default Description
child any

The child to check the property value on.

key array

An array of strings that make up the property that will be set.

value any

The value that will be checked.

force boolean <optional>
false

If force is true then the property will be checked on the child regardless if it already exists or not. If true and the property doesn't exist, false will be returned.

Returns
boolean -

True if the property was was equal to value, false if not.

Inherited From
Source code: core/Group.js (Line 939)

countDead() → {integer}

Get the number of dead children in this group.

Returns
integer -

The number of children flagged as dead.

Inherited From
Source code: core/Group.js (Line 1866)

countLiving() → {integer}

Get the number of living children in this group.

Returns
integer -

The number of children flagged as alive.

Inherited From
Source code: core/Group.js (Line 1854)

create(x, y, key, frame, exists) → {DisplayObject}

Creates a new Phaser.Sprite object and adds it to the top of this group.

Use classType to change the type of object creaded.

Parameters
Name Type Argument Default Description
x number

The x coordinate to display the newly created Sprite at. The value is in relation to the group.x point.

y number

The y coordinate to display the newly created Sprite at. The value is in relation to the group.y point.

key string

The Game.cache key of the image that this Sprite will use.

frame integer | string <optional>

If the Sprite image contains multiple frames you can specify which one to use here.

exists boolean <optional>
true

The default exists state of the Sprite.

Returns

The child that was created: will be a Phaser.Sprite unless #classType has been changed.

Inherited From
Source code: core/Group.js (Line 465)

createMultiple(quantity, key, frame, exists)

Creates multiple Phaser.Sprite objects and adds them to the top of this group.

Useful if you need to quickly generate a pool of identical sprites, such as bullets.

By default the sprites will be set to not exist and will be positioned at 0, 0 (relative to the group.x/y). Use classType to change the type of object created.

Parameters
Name Type Argument Default Description
quantity integer

The number of Sprites to create.

key string

The Game.cache key of the image that this Sprite will use.

frame integer | string <optional>

If the Sprite image contains multiple frames you can specify which one to use here.

exists boolean <optional>
false

The default exists state of the Sprite.

Inherited From
Source code: core/Group.js (Line 511)

customSort(sortHandler, context)

Sort the children in the group according to custom sort function.

The sortHandler is provided the two parameters: the two children involved in the comparison (a and b). It should return -1 if a > b, 1 if a < b or 0 if a === b.

Parameters
Name Type Argument Default Description
sortHandler function

The custom sort function.

context object <optional>
undefined

The context in which the sortHandler is called.

Inherited From
Source code: core/Group.js (Line 1620)

<internal> descendingSortHandler(a, b)

An internal helper function for the sort process.

Parameters
Name Type Description
a object

The first object being sorted.

b object

The second object being sorted.

Inherited From
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 1676)

destroy()

Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager.

Source code: particles/arcade/Emitter.js (Line 628)

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 the child is alive.

checkVisible boolean

If true the property will only be changed if the child is visible.

Inherited From
Source code: core/Group.js (Line 1159)

emitParticle() → {boolean}

This function can be used both internally and externally to emit the next particle in the queue.

Returns
boolean -

True if a particle was emitted, otherwise false.

Source code: particles/arcade/Emitter.js (Line 538)

explode(lifespan, quantity)

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.

Source code: particles/arcade/Emitter.js (Line 432)

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 be passed to it as its first parameter, the index as the second, and the entire child array as the third

checkExists boolean <optional>
false

If true, only existing can be selected; otherwise all children can be selected and will be passed to the predicate.

Returns

Returns an array list containing all the children that the predicate returned true for

Inherited From
Source code: core/Group.js (Line 1406)

flow(lifespan, frequency, quantity, total, immediate)

Call this function to start emitting a flow of particles at the given frequency. It will carry on going until the total given is reached. Each time the flow is run the quantity number of particles will be emitted together. If you set the total to be 20 and quantity to be 5 then flow will emit 4 times in total (4 x 5 = 20 total) If you set the total to be -1 then no quantity cap is used and it will keep emitting.

Parameters
Name Type Argument Default Description
lifespan number <optional>
0

How long each particle lives once emitted in ms. 0 = forever.

frequency number <optional>
250

Frequency is how often to emit the particles, given in ms.

quantity number <optional>
1

How many particles to launch each time the frequency is met. Can never be > Emitter.maxParticles.

total number <optional>
-1

How many particles to launch in total. If -1 it will carry on indefinitely.

immediate boolean <optional>
true

Should the flow start immediately (true) or wait until the first frequency event? (false)

Source code: particles/arcade/Emitter.js (Line 447)

forEach(callback, callbackContext, checkExists, args)

Call a function on each child in this group.

Additional arguments for the callback can be specified after the checkExists parameter. For example,

Group.forEach(awardBonusGold, this, true, 100, 500)

would invoke awardBonusGold function with the parameters (child, 100, 500).

Note: This check will skip any children which are Groups themselves.

Parameters
Name Type Argument Default Description
callback function

The function that will be called for each applicable child. The child will be passed as the first argument.

callbackContext object

The context in which the function should be called (usually 'this').

checkExists boolean <optional>
false

If set only children matching for which exists is true will be passed to the callback, otherwise all children will be passed.

args any <optional>
<repeatable>
(none)

Additional arguments to pass to the callback function, after the child item.

Inherited From
Source code: core/Group.js (Line 1446)

forEachAlive(callback, callbackContext, args)

Call a function on each alive child in this group.

See forEach for details.

Parameters
Name Type Argument Default Description
callback function

The function that will be called for each applicable child. The child will be passed as the first argument.

callbackContext object

The context in which the function should be called (usually 'this').

args any <optional>
<repeatable>
(none)

Additional arguments to pass to the callback function, after the child item.

Inherited From
Source code: core/Group.js (Line 1528)

forEachDead(callback, callbackContext, args)

Call a function on each dead child in this group.

See forEach for details.

Parameters
Name Type Argument Default Description
callback function

The function that will be called for each applicable child. The child will be passed as the first argument.

callbackContext object

The context in which the function should be called (usually 'this').

args any <optional>
<repeatable>
(none)

Additional arguments to pass to the callback function, after the child item.

Inherited From
Source code: core/Group.js (Line 1556)

forEachExists(callback, callbackContext, args)

Call a function on each existing child in this group.

See forEach for details.

Parameters
Name Type Argument Default Description
callback function

The function that will be called for each applicable child. The child will be passed as the first argument.

callbackContext object

The context in which the function should be called (usually 'this').

args any <optional>
<repeatable>
(none)

Additional arguments to pass to the callback function, after the child item.

Inherited From
Source code: core/Group.js (Line 1500)

generateTexture(resolution, scaleMode, renderer) → {PIXI.Texture}

Useful function that returns a texture of the displayObject object that can then be used to create sprites This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.

Parameters
Name Type Description
resolution Number

The resolution of the texture being generated

scaleMode Number

See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values

renderer PIXI.CanvasRenderer | PIXI.WebGLRenderer

The renderer used to generate the texture.

Returns

a texture of the graphics object

Inherited From
Source code: pixi/display/DisplayObject.js (Line 549)

getAt(index) → {DisplayObject | integer}

Returns the child found at the given index within this group.

Parameters
Name Type Description
index integer

The index to return the child from.

Returns
DisplayObject | integer -

The child that was found at the given index, or -1 for an invalid index.

Inherited From
Source code: core/Group.js (Line 445)

getBottom() → {any}

Returns the child at the bottom of this group.

The bottom child the child being displayed (rendered) below every other child.

Returns
any -

The child at the bottom of the Group.

Inherited From
Source code: core/Group.js (Line 1837)

getBounds() → {Rectangle}

Retrieves the bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.

Returns
Rectangle -

The rectangular bounding area

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 307)

getChildAt(index) → {PIXI.DisplayObject}

Returns the child at the specified index

Parameters
Name Type Description
index Number

The index to get the child from

Returns

The child at the given index, if any.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 194)

getChildIndex(child) → {Number}

Returns the index position of a child DisplayObject instance

Parameters
Name Type Description
child PIXI.DisplayObject

The DisplayObject instance to identify

Returns
Number -

The index position of the child display object to identify

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 159)

getFirstAlive() → {any}

Get the first child that is alive (child.alive === true).

This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.

Returns
any -

The first alive child, or null if none found.

Inherited From
Source code: core/Group.js (Line 1792)

getFirstDead() → {any}

Get the first child that is dead (child.alive === false).

This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.

Returns
any -

The first dead child, or null if none found.

Inherited From
Source code: core/Group.js (Line 1806)

getFirstExists(exists) → {any}

Get the first display object that exists, or doesn't exist.

Parameters
Name Type Argument Default Description
exists boolean <optional>
true

If true, find the first existing child; otherwise find the first non-existing child.

Returns
any -

The first child, or null if none found.

Inherited From
Source code: core/Group.js (Line 1774)

getIndex(child) → {integer}

Get the index position of the given child in this group, which should match the child's z property.

Parameters
Name Type Description
child any

The child to get the index for.

Returns
integer -

The index of the child or -1 if it's not a member of this group.

Inherited From
Source code: core/Group.js (Line 778)

getLocalBounds() → {Rectangle}

Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.

Returns
Rectangle -

The rectangular bounding area

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 367)

getRandom(startIndex, length) → {any}

Returns a random child from the group.

Parameters
Name Type Argument Default Description
startIndex integer <optional>
0

Offset from the front of the front of the group (lowest child).

length integer <optional>
(to top)

Restriction on the number of values you want to randomly select from.

Returns
any -

A random child of this Group.

Inherited From
Source code: core/Group.js (Line 1878)

getTop() → {any}

Return the child at the top of this group.

The top child is the child displayed (rendered) above every other child.

Returns
any -

The child at the top of the Group.

Inherited From
Source code: core/Group.js (Line 1820)

hasProperty(child, key) → {boolean}

Checks if the child has the given property.

Will scan up to 4 levels deep only.

Parameters
Name Type Description
child any

The child to check for the existance of the property on.

key Array.<string>

An array of strings that make up the property.

Returns
boolean -

True if the child has the property, otherwise false.

Inherited From
Source code: core/Group.js (Line 826)

iterate(key, value, returnType, callback, callbackContext, args) → {any}

Iterates over the children of the group performing one of several actions for matched children.

A child is considered a match when it has a property, named key, whose value is equal to value according to a strict equality comparison.

The result depends on the returnType:

  • RETURN_TOTAL: The callback, if any, is applied to all matching children. The number of matched children is returned.
  • RETURN_NONE: The callback, if any, is applied to all matching children. No value is returned.
  • RETURN_CHILD: The callback, if any, is applied to the first matching child and the first matched child is returned. If there is no matching child then null is returned.

If args is specified it must be an array. The matched child will be assigned to the first element and the entire array will be applied to the callback function.

Parameters
Name Type Argument Default Description
key string

The child property to check, i.e. 'exists', 'alive', 'health'

value any

A child matches if child[key] === value is true.

returnType integer

How to iterate the children and what to return.

callback function <optional>
null

Optional function that will be called on each matching child. The matched child is supplied as the first argument.

callbackContext object <optional>

The context in which the function should be called (usually 'this').

args Array.<any> <optional>
(none)

The arguments supplied to to the callback; the first array index (argument) will be replaced with the matched child.

Returns
any -

Returns either an integer (for RETURN_TOTAL), the first matched child (for RETURN_CHILD), or null.

Inherited From
Source code: core/Group.js (Line 1701)

kill()

Call this function to turn off all the particles and the emitter.

Source code: particles/arcade/Emitter.js (Line 407)

makeParticles(keys, frames, quantity, collide, collideWorldBounds) → {Phaser.Particles.Arcade.Emitter}

This function generates a new set of particles for use by this emitter. The particles are stored internally waiting to be emitted via Emitter.start.

Parameters
Name Type Argument Default Description
keys array | string

A string or an array of strings that the particle sprites will use as their texture. If an array one is picked at random.

frames array | number <optional>
0

A frame number, or array of frames that the sprite will use. If an array one is picked at random.

quantity number <optional>

The number of particles to generate. If not given it will use the value of Emitter.maxParticles. If the value is greater than Emitter.maxParticles it will use Emitter.maxParticles as the quantity.

collide boolean <optional>
false

If you want the particles to be able to collide with other Arcade Physics bodies then set this to true.

collideWorldBounds boolean <optional>
false

A particle can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.

Returns

This Emitter instance.

Source code: particles/arcade/Emitter.js (Line 335)

moveAll(group, silent) → {Phaser.Group}

Moves all children from this Group to the Group given.

Parameters
Name Type Argument Default Description
group Phaser.Group

The new Group to which the children will be moved to.

silent boolean <optional>
false

If true the children will not dispatch the onAddedToGroup event for the new Group.

Returns

The Group to which all the children were moved.

Inherited From
Source code: core/Group.js (Line 1948)

moveDown(child) → {any}

Moves the given child down one place in this group unless it's already at the bottom.

Parameters
Name Type Description
child any

The child to move down in the group.

Returns
any -

The child that was moved.

Inherited From
Source code: core/Group.js (Line 718)

moveUp(child) → {any}

Moves the given child up one place in this group unless it's already at the top.

Parameters
Name Type Description
child any

The child to move up in the group.

Returns
any -

The child that was moved.

Inherited From
Source code: core/Group.js (Line 694)

multiplyAll(property, amount, checkAlive, checkVisible)

Multiplies the given property by the amount on all children in this group.

Group.multiplyAll('x', 2) will x2 the child.x value for each child.

Parameters
Name Type Description
property string

The property to multiply, for example 'body.velocity.x' or 'angle'.

amount number

The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20.

checkAlive boolean

If true the property will only be changed if the child is alive.

checkVisible boolean

If true the property will only be changed if the child is visible.

Inherited From
Source code: core/Group.js (Line 1142)

next() → {any}

Advances the group cursor to the next (higher) object in the group.

If the cursor is at the end of the group (top child) it is moved the start of the group (bottom child).

Returns
any -

The child the cursor now points to.

Inherited From
Source code: core/Group.js (Line 582)

<internal> postUpdate()

The core postUpdate - as called by World.

Inherited From
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 1382)

<internal> preUpdate()

The core preUpdate - as called by World.

Inherited From
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 1336)

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
Source code: core/Group.js (Line 611)

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 <optional>
false

If true the the child will not dispatch the onRemovedFromGroup event.

Returns
boolean -

true if the child was removed from this group, otherwise false.

Inherited From
Source code: core/Group.js (Line 1900)

removeAll(destroy, silent)

Removes all children from this group, but does not remove the group from its parent.

Parameters
Name Type Argument Default Description
destroy boolean <optional>
false

If true destroy will be invoked on each removed child.

silent boolean <optional>
false

If true the children will not dispatch their onRemovedFromGroup events.

Inherited From
Source code: core/Group.js (Line 1977)

removeBetween(startIndex, endIndex, destroy, silent)

Removes all children from this group whose index falls beteen the given startIndex and endIndex values.

Parameters
Name Type Argument Default Description
startIndex integer

The index to start removing children from.

endIndex integer <optional>

The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the group.

destroy boolean <optional>
false

If true destroy will be invoked on each removed child.

silent boolean <optional>
false

If true the children will not dispatch their onRemovedFromGroup events.

Inherited From
Source code: core/Group.js (Line 2018)

removeChild(child) → {PIXI.DisplayObject}

Removes a child from the container.

Parameters
Name Type Description
child PIXI.DisplayObject

The DisplayObject to remove

Returns

The child that was removed.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 211)

removeChildAt(index) → {PIXI.DisplayObject}

Removes a child from the specified index position.

Parameters
Name Type Description
index Number

The index to get the child from

Returns

The child that was removed.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 226)

removeChildren(beginIndex, endIndex)

Removes all children from this container that are within the begin and end indexes.

Parameters
Name Type Description
beginIndex Number

The beginning position. Default value is 0.

endIndex Number

The ending position. Default value is size of the container.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 244)

removeFromHash(child) → {boolean}

Removes a child of this Group from the hash array. This call will return false if the child is not in the hash.

Parameters
Name Type Description
child DisplayObject

The display object to remove from this Groups hash. Must be a member of this Group and in the hash.

Returns
boolean -

True if the child was successfully removed from the hash, otherwise false.

Inherited From
Source code: core/Group.js (Line 344)

removeStageReference()

Removes the current stage reference from the container and all of its children.

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 407)

replace(oldChild, newChild) → {any}

Replaces a child of this group with the given newChild. The newChild cannot be a member of this group.

Parameters
Name Type Description
oldChild any

The child in this group that will be replaced.

newChild any

The child to be inserted into this group.

Returns
any -

Returns the oldChild that was replaced within this group.

Inherited From
Source code: core/Group.js (Line 791)

resetCursor(index) → {any}

Sets the group cursor to the first child in the group.

If the optional index parameter is given it sets the cursor to the object at that index instead.

Parameters
Name Type Argument Default Description
index integer <optional>
0

Set the cursor to point to a specific index.

Returns
any -

The child the cursor now points to.

Inherited From
Source code: core/Group.js (Line 555)

reverse()

Reverses all children in this group.

This operaation applies only to immediate children and does not propagate to subgroups.

Inherited From
Source code: core/Group.js (Line 764)

revive()

Handy for bringing game objects "back to life". Just sets alive and exists back to true.

Source code: particles/arcade/Emitter.js (Line 420)

sendToBack(child) → {any}

Sends the given child to the bottom of this group so it renders below all other children.

Parameters
Name Type Description
child any

The child to send to the bottom of this group.

Returns
any -

The child that was moved.

Inherited From
Source code: core/Group.js (Line 675)

set(child, key, value, checkAlive, checkVisible, operation, force) → {boolean}

Quickly set a property on a single child of this group to a new value.

The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.

Parameters
Name Type Argument Default Description
child Phaser.Sprite

The child to set the property on.

key string

The property, as a string, to be set. For example: 'body.velocity.x'

value any

The value that will be set.

checkAlive boolean <optional>
false

If set then the child will only be updated if alive=true.

checkVisible boolean <optional>
false

If set then the child will only be updated if visible=true.

operation integer <optional>
0

Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.

force boolean <optional>
false

If force is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.

Returns
boolean -

True if the property was set, false if not.

Inherited From
Source code: core/Group.js (Line 968)

setAll(key, value, checkAlive, checkVisible, operation, force)

Quickly set the same property across all children of this group to a new value.

This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children. If you need that ability please see Group.setAllChildren.

The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.

Parameters
Name Type Argument Default Description
key string

The property, as a string, to be set. For example: 'body.velocity.x'

value any

The value that will be set.

checkAlive boolean <optional>
false

If set then only children with alive=true will be updated. This includes any Groups that are children.

checkVisible boolean <optional>
false

If set then only children with visible=true will be updated. This includes any Groups that are children.

operation integer <optional>
0

Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.

force boolean <optional>
false

If force is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.

Inherited From
Source code: core/Group.js (Line 999)

setAllChildren(key, value, checkAlive, checkVisible, operation, force)

Quickly set the same property across all children of this group, and any child Groups, to a new value.

If this group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom. Unlike with setAll the property is NOT set on child Groups itself.

The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.

Parameters
Name Type Argument Default Description
key string

The property, as a string, to be set. For example: 'body.velocity.x'

value any

The value that will be set.

checkAlive boolean <optional>
false

If set then only children with alive=true will be updated. This includes any Groups that are children.

checkVisible boolean <optional>
false

If set then only children with visible=true will be updated. This includes any Groups that are children.

operation integer <optional>
0

Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.

force boolean <optional>
false

If force is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.

Inherited From
Source code: core/Group.js (Line 1034)

setAlpha(min, max, rate, ease, yoyo)

A more compact way of setting the alpha constraints of the particles. The rate parameter, if set to a value above zero, lets you set the speed at which the Particle change in alpha from min to max. If rate is zero, which is the default, the particle won't change alpha - instead it will pick a random alpha between min and max on emit.

Parameters
Name Type Argument Default Description
min number <optional>
1

The minimum value for this range.

max number <optional>
1

The maximum value for this range.

rate number <optional>
0

The rate (in ms) at which the particles will change in alpha from min to max, or set to zero to pick a random alpha between the two.

ease function <optional>
Phaser.Easing.Linear.None

If you've set a rate > 0 this is the easing formula applied between the min and max values.

yoyo boolean <optional>
false

If you've set a rate > 0 you can set if the ease will yoyo or not (i.e. ease back to its original values)

Source code: particles/arcade/Emitter.js (Line 704)

setChildIndex(child, index)

Changes the position of an existing child in the display object container

Parameters
Name Type Description
child PIXI.DisplayObject

The child DisplayObject instance for which you want to change the index number

index Number

The resulting index number for the child display object

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 176)

setProperty(child, key, value, operation, force) → {boolean}

Sets a property to the given value on the child. The operation parameter controls how the value is set.

The operations are:

  • 0: set the existing value to the given value; if force is true a new property will be created if needed
  • 1: will add the given value to the value already present.
  • 2: will subtract the given value from the value already present.
  • 3: will multiply the value already present by the given value.
  • 4: will divide the value already present by the given value.
Parameters
Name Type Argument Default Description
child any

The child to set the property value on.

key array

An array of strings that make up the property that will be set.

value any

The value that will be set.

operation integer <optional>
0

Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.

force boolean <optional>
false

If force is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.

Returns
boolean -

True if the property was set, false if not.

Inherited From
Source code: core/Group.js (Line 861)

setRotation(min, max)

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.

Source code: particles/arcade/Emitter.js (Line 687)

setScale(minX, maxX, minY, maxY, rate, ease, yoyo)

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 Default Description
minX number <optional>
1

The minimum value of Particle.scale.x.

maxX number <optional>
1

The maximum value of Particle.scale.x.

minY number <optional>
1

The minimum value of Particle.scale.y.

maxY number <optional>
1

The maximum value of Particle.scale.y.

rate number <optional>
0

The rate (in ms) at which the particles will change in scale from min to max, or set to zero to pick a random size between the two.

ease function <optional>
Phaser.Easing.Linear.None

If you've set a rate > 0 this is the easing formula applied between the min and max values.

yoyo boolean <optional>
false

If you've set a rate > 0 you can set if the ease will yoyo or not (i.e. ease back to its original values)

Source code: particles/arcade/Emitter.js (Line 743)

setSize(width, height)

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.

Source code: particles/arcade/Emitter.js (Line 641)

setStageReference(stage)

Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.

Parameters
Name Type Description
stage PIXI.Stage

the stage that the container will have as its current stage reference

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 391)

setXSpeed(min, max)

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.

Source code: particles/arcade/Emitter.js (Line 655)

setYSpeed(min, max)

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.

Source code: particles/arcade/Emitter.js (Line 671)

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().

Parameters
Name Type Argument Default Description
key string <optional>
'z'

The name of the property to sort on. Defaults to the objects z-depth value.

order integer <optional>
Phaser.Group.SORT_ASCENDING

Order ascending (SORT_ASCENDING) or descending (SORT_DESCENDING).

Inherited From
Source code: core/Group.js (Line 1584)

start(explode, lifespan, frequency, quantity, forceQuantity)

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 is set to true. Frequency is how often to emit 1 particle. Value given in ms.

quantity number <optional>
0

How many particles to launch. 0 = "all of the particles" which will keep emitting until Emitter.maxParticles is reached.

forceQuantity number <optional>
false

If true and creating a particle flow, the quantity emitted will be forced to the be quantity given in this call. This can never exceed Emitter.maxParticles.

Source code: particles/arcade/Emitter.js (Line 491)

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 changed if the child is alive.

checkVisible boolean

If true the property will only be changed if the child is visible.

Inherited From
Source code: core/Group.js (Line 1125)

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
Source code: core/Group.js (Line 640)

swapChildren(child, child2)

Swaps the position of 2 Display Objects within this container.

Parameters
Name Type Description
child PIXI.DisplayObject

-

child2 PIXI.DisplayObject

-

Inherited From
Source code: pixi/display/DisplayObjectContainer.js (Line 134)

toGlobal(position) → {Point}

Calculates the global position of the display object

Parameters
Name Type Description
position Point

The world origin to calculate from

Returns
Point -

A point object representing the position of this object

Inherited From
Source code: pixi/display/DisplayObject.js (Line 583)

toLocal(position, from) → {Point}

Calculates the local position of the display object relative to another point

Parameters
Name Type Argument Description
position Point

The world origin to calculate from

from PIXI.DisplayObject <optional>

The DisplayObject to calculate the global position from

Returns
Point -

A point object representing the position of this object

Inherited From
Source code: pixi/display/DisplayObject.js (Line 597)

update()

Called automatically by the game loop, decides when to launch particles and when to "die".

Source code: particles/arcade/Emitter.js (Line 266)

updateCache()

Generates and updates the cached sprite for this object.

Inherited From
Source code: pixi/display/DisplayObject.js (Line 573)

<internal> updateZ()

Internal method that re-applies all of the children's Z values.

This must be called whenever children ordering is altered so that their z indices are correctly updated.

Inherited From
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Group.js (Line 536)

xy(index, x, y)

Positions the child found at the given index within this group to the given x and y coordinates.

Parameters
Name Type Description
index integer

The index of the child in the group to set the position of.

x number

The new x position of the child.

y number

The new y position of the child.

Inherited From
Source code: core/Group.js (Line 742)