phaser - v4.0.0-rc.4
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    type ParticleEmitterConfig = {
        accelerationX?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        accelerationY?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        active?: boolean;
        advance?: number;
        alpha?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        angle?: EmitterOpOnEmitType;
        anim?: string | string[] | ParticleEmitterAnimConfig;
        blendMode?: BlendModes | string;
        bounce?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        bounds?: ParticleEmitterBounds | ParticleEmitterBoundsAlt;
        callbackScope?: any;
        collideBottom?: boolean;
        collideLeft?: boolean;
        collideRight?: boolean;
        collideTop?: boolean;
        color?: number[];
        colorEase?: string;
        deathCallback?: Function;
        deathCallbackScope?: any;
        deathZone?: DeathZoneObject | DeathZoneObject[];
        delay?: EmitterOpOnEmitType;
        duration?: number;
        emitCallback?: Function;
        emitCallbackScope?: any;
        emitting?: boolean;
        emitZone?: EmitZoneData | EmitZoneData[];
        follow?: Vector2Like;
        followOffset?: Vector2Like;
        frame?:
            | number
            | number[]
            | string
            | string[]
            | Frame
            | Frame[]
            | ParticleEmitterFrameConfig;
        frequency?: number;
        gravityX?: number;
        gravityY?: number;
        hold?: EmitterOpOnEmitType;
        lifespan?: EmitterOpOnEmitType;
        maxAliveParticles?: number;
        maxParticles?: number;
        maxVelocityX?: EmitterOpOnEmitType
        | EmitterOpOnUpdateType;
        maxVelocityY?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        moveToX?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        moveToY?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        name?: string;
        particleBringToTop?: boolean;
        particleClass?: Function;
        quantity?: EmitterOpOnEmitType;
        radial?: boolean;
        reserve?: number;
        rotate?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        scale?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        scaleX?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        scaleY?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        sortCallback?: ParticleSortCallback;
        sortOrderAsc?: boolean;
        sortProperty?: string;
        speed?: EmitterOpOnEmitType;
        speedX?: EmitterOpOnEmitType;
        speedY?: EmitterOpOnEmitType;
        stopAfter?: number;
        texture?: string | Textures.Texture;
        timeScale?: number;
        tint?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        tintFill?: boolean;
        trackVisible?: boolean;
        visible?: boolean;
        x?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
        y?: EmitterOpOnEmitType | EmitterOpOnUpdateType;
    }
    Index

    Properties

    active?: boolean

    Sets Phaser.GameObjects.Particles.ParticleEmitter#active. Setting this to false will stop the emitter from running at all. If you just wish to stop particles from emitting, set emitting property instead.

    advance?: number

    If you wish to 'fast forward' the emitter in time, set this value to a number representing the amount of ms the emitter should advance. Doing so implicitly sets emitting to true.

    anim?: string | string[] | ParticleEmitterAnimConfig
    blendMode?: BlendModes | string

    As Phaser.GameObjects.Particles.ParticleEmitter#setBounds.

    callbackScope?: any
    collideBottom?: boolean

    Sets Phaser.GameObjects.Particles.ParticleEmitter#collideBottom.

    collideLeft?: boolean

    Sets Phaser.GameObjects.Particles.ParticleEmitter#collideLeft.

    collideRight?: boolean

    Sets Phaser.GameObjects.Particles.ParticleEmitter#collideRight.

    collideTop?: boolean

    Sets Phaser.GameObjects.Particles.ParticleEmitter#collideTop.

    color?: number[]

    An array of color values that the Particles interpolate through during their life. If set, overrides any tint property.

    colorEase?: string

    The string-based name of the Easing function to use if you have enabled Particle color interpolation via the color property, otherwise has no effect.

    deathCallback?: Function
    deathCallbackScope?: any

    As Phaser.GameObjects.Particles.ParticleEmitter#setDeathZone.

    duration?: number

    Limit the emitter to emit particles for a maximum of duration ms. Default to zero, meaning 'forever'.

    emitCallback?: Function
    emitCallbackScope?: any
    emitting?: boolean
    emitZone?: EmitZoneData | EmitZoneData[]
    follow?: Vector2Like
    followOffset?: Vector2Like
    frame?:
        | number
        | number[]
        | string
        | string[]
        | Frame
        | Frame[]
        | ParticleEmitterFrameConfig
    frequency?: number
    gravityX?: number
    gravityY?: number
    maxAliveParticles?: number
    maxParticles?: number

    Sets Phaser.GameObjects.Particles.ParticleEmitter#moveToX. If set, overrides angle and speed properties.

    Sets Phaser.GameObjects.Particles.ParticleEmitter#moveToY. If set, overrides angle and speed properties.

    name?: string
    particleBringToTop?: boolean
    particleClass?: Function
    radial?: boolean
    reserve?: number

    Creates specified number of inactive particles and adds them to this emitter's pool. Phaser.GameObjects.Particles.ParticleEmitter#reserve

    sortCallback?: ParticleSortCallback

    A custom callback that sorts particles prior to rendering. Sets Phaser.GameObjects.Particles.ParticleEmitter#sortCallback.

    sortOrderAsc?: boolean
    sortProperty?: string

    As Phaser.GameObjects.Particles.ParticleEmitter#setSpeed (emit only).

    stopAfter?: number

    Limit the emitter to emit this exact number of particles and then stop. Default to zero, meaning no limit.

    texture?: string | Textures.Texture

    Sets Phaser.GameObjects.Particles.ParticleEmitter#texture. Overrides any texture already set on the Emitter.

    timeScale?: number
    tintFill?: boolean
    trackVisible?: boolean
    visible?: boolean