The x position (top-left) of the bounds, in world space.
The y position (top-left) of the bounds, in world space.
The width of the bounds.
The height of the bounds.
OptionalcollideLeft: booleanWhether particles interact with the left edge of the bounds. Default true.
OptionalcollideRight: booleanWhether particles interact with the right edge of the bounds. Default true.
OptionalcollideTop: booleanWhether particles interact with the top edge of the bounds. Default true.
OptionalcollideBottom: booleanWhether particles interact with the bottom edge of the bounds. Default true.
The active state of the Particle Processor.
An inactive Particle Processor will be skipped for processing by its parent Emitter.
A rectangular boundary constraining particle movement. Use the Emitter properties collideLeft,
collideRight, collideTop and collideBottom to control if a particle will rebound off
the sides of this boundary, or not. This happens when the particles x/y coordinate hits
the boundary.
Whether particles interact with the bottom edge of the emitter Phaser.GameObjects.Particles.ParticleBounds#bounds.
Whether particles interact with the left edge of the emitter Phaser.GameObjects.Particles.ParticleEmitter#bounds.
Whether particles interact with the right edge of the emitter Phaser.GameObjects.Particles.ParticleBounds#bounds.
Whether particles interact with the top edge of the emitter Phaser.GameObjects.Particles.ParticleBounds#bounds.
A reference to the Particle Emitter that owns this Processor. This is set automatically when the Processor is added to an Emitter and nulled when removed or destroyed.
The x coordinate of the Particle Processor, in world space.
The y coordinate of the Particle Processor, in world space.
Destroys this Particle Processor by removing all external references.
This is called automatically when the owning Particle Emitter is destroyed.
Takes a Particle and updates it against the bounds.
The Particle to update.
The Particle Bounds Processor.
Defines a rectangular region, in world space, within which particle movement is restrained.
Use the properties
collideLeft,collideRight,collideTopandcollideBottomto control if a particle will rebound off the sides of this boundary, or not.This happens when the particles worldPosition x/y coordinate hits the boundary.
The strength of the rebound is determined by the
Particle.bounceproperty.