Merge pull request #6575 from PresentCreativeLLC/ParticleEmitterConfig-Type-Fix

Update ParticleEmitterConfig.js
This commit is contained in:
Richard Davey 2023-09-07 13:26:05 +01:00 committed by GitHub
commit 0cec5012b4
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -48,19 +48,19 @@
* @property {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} [speedX] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#speedX} (emit only). * @property {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} [speedX] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#speedX} (emit only).
* @property {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} [speedY] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#speedY} (emit only). * @property {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} [speedY] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#speedY} (emit only).
* @property {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType} [tint] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#particleTint}. * @property {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType} [tint] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#particleTint}.
* @property {number[]} [color] - An array of color values that the Particles interpolate through during theif life. If set, overrides any `tint` property. * @property {number[]} [color] - An array of color values that the Particles interpolate through during their life. If set, overrides any `tint` property.
* @property {string} [colorEase] - 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. * @property {string} [colorEase] - 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.
* @property {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType} [x] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#particleX}. * @property {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType} [x] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#particleX}.
* @property {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType} [y] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#particleY}. * @property {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType} [y] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#particleY}.
* @property {Phaser.Types.GameObjects.Particles.ParticleEmitterEdgeZoneConfig|Phaser.Types.GameObjects.Particles.ParticleEmitterRandomZoneConfig} [emitZone] - As {@link Phaser.GameObjects.Particles.ParticleEmitter#setEmitZone}. * @property {Phaser.Types.GameObjects.Particles.EmitZoneObject|Phaser.Types.GameObjects.Particles.EmitZoneObject[]} [emitZone] - As {@link Phaser.GameObjects.Particles.ParticleEmitter#setEmitZone}.
* @property {Phaser.Types.GameObjects.Particles.ParticleEmitterDeathZoneConfig} [deathZone] - As {@link Phaser.GameObjects.Particles.ParticleEmitter#setDeathZone}. * @property {Phaser.Types.GameObjects.Particles.DeathZoneObject|Phaser.Types.GameObjects.Particles.DeathZoneObject[]} [deathZone] - As {@link Phaser.GameObjects.Particles.ParticleEmitter#setDeathZone}.
* @property {Phaser.Types.GameObjects.Particles.ParticleEmitterBounds|Phaser.Types.GameObjects.Particles.ParticleEmitterBoundsAlt} [bounds] - As {@link Phaser.GameObjects.Particles.ParticleEmitter#setBounds}. * @property {Phaser.Types.GameObjects.Particles.ParticleEmitterBounds|Phaser.Types.GameObjects.Particles.ParticleEmitterBoundsAlt} [bounds] - As {@link Phaser.GameObjects.Particles.ParticleEmitter#setBounds}.
* @property {object} [followOffset] - Assigns to {@link Phaser.GameObjects.Particles.ParticleEmitter#followOffset}. * @property {object} [followOffset] - Assigns to {@link Phaser.GameObjects.Particles.ParticleEmitter#followOffset}.
* @property {number} [followOffset.x] - x coordinate of the offset. * @property {number} [followOffset.x] - x coordinate of the offset.
* @property {number} [followOffset.y] - y coordinate of the offset. * @property {number} [followOffset.y] - y coordinate of the offset.
* @property {string|string[]|Phaser.Types.GameObjects.Particles.ParticleEmitterAnimConfig} [anim] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#anims}. * @property {string|string[]|Phaser.Types.GameObjects.Particles.ParticleEmitterAnimConfig} [anim] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#anims}.
* @property {number|number[]|string|string[]|Phaser.Textures.Frame|Phaser.Textures.Frame[]|Phaser.Types.GameObjects.Particles.ParticleEmitterFrameConfig} [frame] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#frames}. * @property {number|number[]|string|string[]|Phaser.Textures.Frame|Phaser.Textures.Frame[]|Phaser.Types.GameObjects.Particles.ParticleEmitterFrameConfig} [frame] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#frames}.
* @property {string|Phaser.Textures.Frame} [texture] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#texture}. Overrides any texture already set on the Emitter. * @property {string|Phaser.Textures.Texture} [texture] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#texture}. Overrides any texture already set on the Emitter.
* @property {number} [reserve] - Creates specified number of inactive particles and adds them to this emitter's pool. {@link Phaser.GameObjects.Particles.ParticleEmitter#reserve} * @property {number} [reserve] - Creates specified number of inactive particles and adds them to this emitter's pool. {@link Phaser.GameObjects.Particles.ParticleEmitter#reserve}
* @property {number} [advance] - 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. * @property {number} [advance] - 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.
* @property {number} [duration] - Limit the emitter to emit particles for a maximum of `duration` ms. Default to zero, meaning 'forever'. * @property {number} [duration] - Limit the emitter to emit particles for a maximum of `duration` ms. Default to zero, meaning 'forever'.