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Clarified docs. Fix #6516
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* @property {number|number[]|string|string[]|Phaser.Textures.Frame|Phaser.Textures.Frame[]|Phaser.Types.GameObjects.Particles.ParticleEmitterFrameConfig} [frame] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#frames}.
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* @property {string|Phaser.Textures.Texture} [texture] - Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#texture}. Overrides any texture already set on the Emitter.
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* @property {number} [reserve] - Creates specified number of inactive particles and adds them to this emitter's pool. {@link Phaser.GameObjects.Particles.ParticleEmitter#reserve}
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* @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.
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* @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. Doing so implicitly sets `emitting` to `true`.
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* @property {number} [duration] - Limit the emitter to emit particles for a maximum of `duration` ms. Default to zero, meaning 'forever'.
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* @property {number} [stopAfter] - Limit the emitter to emit this exact number of particles and then stop. Default to zero, meaning no limit.
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* @property {Phaser.Types.GameObjects.Particles.ParticleSortCallback} [sortCallback] - A custom callback that sorts particles prior to rendering. Sets {@link Phaser.GameObjects.Particles.ParticleEmitter#sortCallback}.
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