new Emitter(game, x, y, maxParticles)
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:
Extends
Members
-
alive
-
- Inherited From:
- Default Value:
- true
- Source:
Properties:
Name Type Description 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.
-
alpha
-
- Inherited From:
- Source:
Properties:
Name Type Description alpha
number The alpha value of the Group container.
-
alphaData
-
- Source:
Properties:
Name Type Description alphaData
array An array of the calculated alpha easing data applied to particles with alphaRates > 0.
-
angle
-
The angle of rotation of the Group container. 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:
Properties:
Name Type Description angle
number The angle of rotation given in degrees, where 0 degrees = to the right.
-
angularDrag
-
- Default Value:
- 0
- Source:
Properties:
Name Type Description angularDrag
number The angular drag component of particles launched from the emitter if they are rotating.
-
area
-
- Source:
Properties:
Name Type Description area
Phaser.Rectangle The area of the emitter. Particles can be randomly generated from anywhere within this rectangle.
-
autoAlpha
-
- Source:
Properties:
Name Type Description autoAlpha
boolean When a new Particle is emitted this controls if it will automatically change alpha. Use Emitter.setAlpha to configure.
-
autoScale
-
- Source:
Properties:
Name Type Description autoScale
boolean When a new Particle is emitted this controls if it will automatically scale in size. Use Emitter.setScale to configure.
-
blendMode
-
- Source:
Properties:
Name Type Description 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)
-
<readonly> bottom
-
- Source:
Properties:
Name Type Description bottom
number Gets the bottom position of the Emitter.
-
bounce
-
- Source:
Properties:
Name Type Description bounce
Phaser.Point How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
-
cameraOffset
-
- Inherited From:
- Source:
Properties:
Name Type Description cameraOffset
Phaser.Point If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
-
classType
-
The type of objects that will be created when you use Group.create or Group.createMultiple. Defaults to Phaser.Sprite. When a new object is created it is passed the following parameters to its constructor: game, x, y, key, frame.
- Inherited From:
- Source:
Properties:
Name Type Description classType
object -
cursor
-
The cursor is a simple way to iterate through the objects in a Group using the Group.next and Group.previous functions. The cursor is set to the first child added to the Group and doesn't change unless you call next, previous or set it directly with Group.cursor.
- Inherited From:
- Source:
Properties:
Name Type Description cursor
any The current display object that the Group cursor is pointing to.
-
emitX
-
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.
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Properties:
Name Type Description emitX
number -
emitY
-
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:
Properties:
Name Type Description emitY
number -
enableBody
-
- Inherited From:
- Default Value:
- enableBody
- Source:
Properties:
Name Type Description enableBody
boolean If true all Sprites created by, or added to this Group, will have a physics body enabled on them. Change the body type with
Group.physicsBodyType
. -
enableBodyDebug
-
- Inherited From:
- Source:
Properties:
Name Type Description enableBodyDebug
boolean If true when a physics body is created (via Group.enableBody) it will create a physics debug object as well. Only works for P2 bodies.
-
exists
-
- Inherited From:
- Default Value:
- true
- Source:
Properties:
Name Type Description exists
boolean If exists is true the Group is updated, otherwise it is skipped.
-
fixedToCamera
-
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:
Properties:
Name Type Description fixedToCamera
boolean Set to true to fix this Group to the Camera at its current world coordinates.
-
frequency
-
- Default Value:
- 100
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Properties:
Name Type Description frequency
boolean How often a particle is emitted in ms (if emitter is started with Explode === false).
-
game
-
- Inherited From:
- Source:
Properties:
Name Type Description game
Phaser.Game A reference to the currently running Game.
-
gravity
-
- Default Value:
- 100
- Source:
Properties:
Name Type Description gravity
number Sets the
body.gravity.y
of each particle sprite to this value on launch. -
height
-
- Source:
Properties:
Name Type Description height
number Gets or sets the height of the Emitter. This is the region in which a particle can be emitted.
-
<readonly> left
-
- Source:
Properties:
Name Type Description left
number Gets the left position of the Emitter.
-
<readonly> length
-
- Inherited From:
- Source:
Properties:
Name Type Description length
number The total number of children in this Group, regardless of their exists/alive status.
-
lifespan
-
- Default Value:
- 2000
- Source:
Properties:
Name Type Description 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.
-
maxParticleAlpha
-
- Default Value:
- 1
- Source:
Properties:
Name Type Description maxParticleAlpha
number The maximum possible alpha value of a particle.
-
maxParticles
-
- Source:
Properties:
Name Type Description maxParticles
number The total number of particles in this emitter.
-
maxParticleScale
-
- Default Value:
- 1
- Source:
Properties:
Name Type Description 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.
-
maxParticleSpeed
-
- Source:
Properties:
Name Type Description maxParticleSpeed
Phaser.Point The maximum possible velocity of a particle.
-
maxRotation
-
- Default Value:
- 360
- Source:
Properties:
Name Type Description maxRotation
number The maximum possible angular velocity of a particle.
-
minParticleAlpha
-
- Default Value:
- 1
- Source:
Properties:
Name Type Description minParticleAlpha
number The minimum possible alpha value of a particle.
-
minParticleScale
-
- Default Value:
- 1
- Source:
Properties:
Name Type Description 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.
-
minParticleSpeed
-
- Source:
Properties:
Name Type Description minParticleSpeed
Phaser.Point The minimum possible velocity of a particle.
-
minRotation
-
- Source:
Properties:
Name Type Description minRotation
number The minimum possible angular velocity of a particle.
-
name
-
- Source:
Properties:
Name Type Description name
string A handy string name for this emitter. Can be set to anything.
-
on
-
- Default Value:
- false
- Source:
Properties:
Name Type Description on
boolean Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.
-
particleAnchor
-
- Source:
Properties:
Name Type Description 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)
-
particleBringToTop
-
- Default Value:
- false
- Source:
Properties:
Name Type Description particleBringToTop
boolean If this is
true
then when the Particle is emitted it will be bought to the top of the Emitters display list. -
particleClass
-
- Source:
Properties:
Name Type Description particleClass
any For emitting your own particle class types. They must extend Phaser.Particle.
-
particleDrag
-
- Source:
Properties:
Name Type Description particleDrag
Phaser.Point The X and Y drag component of particles launched from the emitter.
-
particleSendToBack
-
- Default Value:
- false
- Source:
Properties:
Name Type Description particleSendToBack
boolean If this is
true
then when the Particle is emitted it will be sent to the back of the Emitters display list. -
physicsBodyType
-
- Inherited From:
- Source:
Properties:
Name Type Description physicsBodyType
number If Group.enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.
-
<readonly> right
-
- Source:
Properties:
Name Type Description right
number Gets the right position of the Emitter.
-
rotation
-
The angle of rotation of the Group container. 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:
Properties:
Name Type Description rotation
number The angle of rotation given in radians.
-
scale
-
- Inherited From:
- Source:
Properties:
Name Type Description scale
Phaser.Point The scale of the Group container.
-
scaleData
-
- Source:
Properties:
Name Type Description scaleData
array An array of the calculated scale easing data applied to particles with scaleRates > 0.
-
<readonly> top
-
- Source:
Properties:
Name Type Description top
number Gets the top position of the Emitter.
-
<readonly> total
-
- Inherited From:
- Source:
Properties:
Name Type Description total
number The total number of children in this Group who have a state of exists = true.
-
<protected> type
-
- Source:
Properties:
Name Type Description type
number Internal Phaser Type value.
-
visible
-
- Inherited From:
- Source:
Properties:
Name Type Description visible
boolean The visible state of the Group. Non-visible Groups and all of their children are not rendered.
-
width
-
- Source:
Properties:
Name Type Description width
number Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.
-
x
-
- Source:
Properties:
Name Type Description x
number Gets or sets the x position of the Emitter.
-
y
-
- Source:
Properties:
Name Type Description y
number Gets or sets the y position of the Emitter.
-
z
-
- Inherited From:
- Source:
Properties:
Name Type Description z
number The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
Methods
-
add(child, silent) → {*}
-
Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object. The child is automatically added to the top of the Group, so renders on-top of everything else within the Group. If you need to control that then see the addAt method.
Parameters:
Name Type Argument Default Description child
* An instance of Phaser.Sprite, Phaser.Button or any other display object..
silent
boolean <optional>
false If the silent parameter is
true
the child will not dispatch the onAddedToGroup event.- Inherited From:
- Source:
- See:
Returns:
The child that was added to the Group.
- Type
- *
-
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.
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:
-
addAt(child, index, silent) → {*}
-
Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object. 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
* An instance of Phaser.Sprite, Phaser.Button or any other display object..
index
number The index within the Group to insert the child to.
silent
boolean <optional>
false If the silent parameter is
true
the child will not dispatch the onAddedToGroup event.- Inherited From:
- Source:
Returns:
The child that was added to the Group.
- Type
- *
-
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:
- Source:
-
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 / 2Parameters:
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:
-
bringToTop(child) → {*}
-
Brings the given child to the top of this Group so it renders above all other children.
Parameters:
Name Type Description child
* The child to bring to the top of this Group.
- Inherited From:
- Source:
Returns:
The child that was moved.
- Type
- *
-
callAll(method, context, parameter)
-
Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that) 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 A string containing the name of the function that will be called. The function must exist on the child.
context
string <optional>
null A string containing the context under which the method will be executed. Set to null to default to the child.
parameter
* <repeatable>
Additional parameters that will be passed to the method.
- Inherited From:
- Source:
-
callAllExists(callback, existsValue, parameter)
-
Calls a function on all of the children that have exists=true in this Group. 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
function The function that exists on the children that will be called.
existsValue
boolean Only children with exists=existsValue will be called.
parameter
* <repeatable>
Additional parameters that will be passed to the callback.
- Inherited From:
- Source:
-
<protected> 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
number The size of the array (pre-calculated in callAll).
- Inherited From:
- Source:
-
countDead() → {number}
-
Call this function to find out how many members of the group are dead.
- Inherited From:
- Source:
Returns:
The number of children flagged as dead.
- Type
- number
-
countLiving() → {number}
-
Call this function to find out how many members of the group are alive.
- Inherited From:
- Source:
Returns:
The number of children flagged as alive.
- Type
- number
-
create(x, y, key, frame, exists) → {Phaser.Sprite|object}
-
Automatically creates a new Phaser.Sprite object and adds it to the top of this Group. You can change Group.classType to any object and this call will create an object of that type instead, but it should extend either Sprite or Image.
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
number | 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.
- Inherited From:
- Source:
Returns:
The child that was created. Will be a Phaser.Sprite unless Group.classType has been changed.
- Type
- Phaser.Sprite | object
-
createMultiple(quantity, key, frame, exists)
-
Automatically 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) You can change Group.classType to any object and this call will create an object of that type instead, but it should extend either Sprite or Image.
Parameters:
Name Type Argument Default Description quantity
number The number of Sprites to create.
key
string The Game.cache key of the image that this Sprite will use.
frame
number | 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:
-
customSort(sortHandler, context)
-
This allows you to use your own sort handler function. It will be sent 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 Description sortHandler
function Your sort handler function. It will be sent two parameters: the two children involved in the comparison. It must return -1, 1 or 0.
context
object The scope in which the sortHandler is called.
- Inherited From:
- Source:
-
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:
- Source:
-
destroy(destroyChildren, soft)
-
Destroys this Group. Removes all children, then removes the container from the display list and nulls references.
Parameters:
Name Type Argument Default Description destroyChildren
boolean <optional>
true Should every child of this Group have its destroy method called?
soft
boolean <optional>
false A 'soft destroy' (set to true) doesn't remove this Group from its parent or null the game reference. Set to false and it does.
- Inherited From:
- Source:
-
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.
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:
-
emitParticle()
-
This function can be used both internally and externally to emit the next particle in the queue.
- Source:
-
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:
-
flow(lifespan, frequency, quantity)
-
Call this function to start emitting a flow of particles at the given frequency.
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 a particle, given in ms.
quantity
number <optional>
0 How many particles to launch.
- Source:
-
forEach(callback, callbackContext, checkExists)
-
Allows you to call your own function on each member of this Group. You must pass the callback and context in which it will run. After the checkExists parameter you can add as many parameters as you like, which will all be passed to the callback along with the child. For example: Group.forEach(awardBonusGold, this, true, 100, 500) Note: Currently this will skip any children which are Groups themselves.
Parameters:
Name Type Argument Default Description callback
function The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object The context in which the function should be called (usually 'this').
checkExists
boolean <optional>
false If set only children with exists=true will be passed to the callback, otherwise all children will be passed.
- Inherited From:
- Source:
-
forEachAlive(callback, callbackContext)
-
Allows you to call your own function on each alive member of this Group (where child.alive=true). You must pass the callback and context in which it will run. You can add as many parameters as you like, which will all be passed to the callback along with the child. For example: Group.forEachAlive(causeDamage, this, 500)
Parameters:
Name Type Description callback
function The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object The context in which the function should be called (usually 'this').
- Inherited From:
- Source:
-
forEachDead(callback, callbackContext)
-
Allows you to call your own function on each dead member of this Group (where alive=false). You must pass the callback and context in which it will run. You can add as many parameters as you like, which will all be passed to the callback along with the child. For example: Group.forEachDead(bringToLife, this)
Parameters:
Name Type Description callback
function The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object The context in which the function should be called (usually 'this').
- Inherited From:
- Source:
-
forEachExists(callback, callbackContext)
-
Allows you to call your own function on each member of this Group where child.exists=true. You must pass the callback and context in which it will run. You can add as many parameters as you like, which will all be passed to the callback along with the child. For example: Group.forEachExists(causeDamage, this, 500)
Parameters:
Name Type Description callback
function The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object The context in which the function should be called (usually 'this').
- Inherited From:
- Source:
-
getAt(index) → {*}
-
Returns the child found at the given index within this Group.
Parameters:
Name Type Description index
number The index to return the child from.
- Inherited From:
- Source:
Returns:
The child that was found at the given index. If the index was out of bounds then this will return -1.
- Type
- *
-
getBottom() → {Any}
-
Returns the child at the bottom of this Group. The bottom is the one being displayed (rendered) below every other child.
- Inherited From:
- Source:
Returns:
The child at the bottom of the Group.
- Type
- Any
-
getFirstAlive() → {Any}
-
Call this function to retrieve the first object with alive === true in the group. This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.
- Inherited From:
- Source:
Returns:
The first alive child, or null if none found.
- Type
- Any
-
getFirstDead() → {Any}
-
Call this function to retrieve the first object with alive === false in the group. This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.
- Inherited From:
- Source:
Returns:
The first dead child, or null if none found.
- Type
- Any
-
getFirstExists(state) → {Any}
-
Call this function to retrieve the first object with exists == (the given state) in the Group.
Parameters:
Name Type Description state
boolean True or false.
- Inherited From:
- Source:
Returns:
The first child, or null if none found.
- Type
- Any
-
getIndex(child) → {number}
-
Get the index position of the given child in this Group. This should always match the childs z property.
Parameters:
Name Type Description child
* The child to get the index for.
- Inherited From:
- Source:
Returns:
The index of the child or -1 if it's not a member of this Group.
- Type
- number
-
getRandom(startIndex, length) → {Any}
-
Returns a member at random from the group.
Parameters:
Name Type Description startIndex
number Optional offset off the front of the array. Default value is 0, or the beginning of the array.
length
number Optional restriction on the number of values you want to randomly select from.
- Inherited From:
- Source:
Returns:
A random child of this Group.
- Type
- Any
-
getTop() → {Any}
-
Returns the child at the top of this Group. The top is the one being displayed (rendered) above every other child.
- Inherited From:
- Source:
Returns:
The child at the top of the Group.
- Type
- Any
-
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
* The child to check for the existance of the property on.
key
array An array of strings that make up the property.
- Inherited From:
- Source:
Returns:
True if the child has the property, otherwise false.
- Type
- boolean
-
iterate(key, value, returnType, callback, callbackContext) → {any}
-
Iterates over the children of the Group. When a child has a property matching key that equals the given value, it is considered as a match. Matched children can be sent to the optional callback, or simply returned or counted. You can add as many callback parameters as you like, which will all be passed to the callback along with the child, after the callbackContext parameter.
Parameters:
Name Type Argument Default Description key
string The child property to check, i.e. 'exists', 'alive', 'health'
value
any If child.key === this value it will be considered a match. Note that a strict comparison is used.
returnType
number How to return the data from this method. Either Phaser.Group.RETURN_NONE, Phaser.Group.RETURN_TOTAL or Phaser.Group.RETURN_CHILD.
callback
function <optional>
null Optional function that will be called on each matching child. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object <optional>
The context in which the function should be called (usually 'this').
- Inherited From:
- Source:
Returns:
Returns either a numeric total (if RETURN_TOTAL was specified) or the child object.
- Type
- any
-
kill()
-
Call this function to turn off all the particles and the emitter.
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makeParticles(keys, frames, quantity, collide, collideWorldBounds) → {Phaser.Particles.Arcade.Emitter}
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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.
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.
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Returns:
This Emitter instance.
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moveDown(child) → {*}
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Moves the given child down one place in this Group unless it's already at the top.
Parameters:
Name Type Description child
* The child to move down in the Group.
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Returns:
The child that was moved.
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- *
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moveUp(child) → {*}
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Moves the given child up one place in this Group unless it's already at the top.
Parameters:
Name Type Description child
* The child to move up in the Group.
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Returns:
The child that was moved.
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- *
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multiplyAll(property, amount, checkAlive, checkVisible)
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Multiplies the given property by the amount on all children in this Group. Group.multiplyAll('x', 2) will x2 the child.x value.
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.
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next() → {*}
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Advances the Group cursor to the next object in the Group. If it's at the end of the Group it wraps around to the first object.
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Returns:
The child the cursor now points to.
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- *
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<protected> postUpdate()
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The core postUpdate - as called by World.
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<protected> preUpdate()
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The core preUpdate - as called by World.
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previous() → {*}
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Moves the Group cursor to the previous object in the Group. If it's at the start of the Group it wraps around to the last object.
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Returns:
The child the cursor now points to.
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- *
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remove(child, destroy, silent) → {boolean}
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Removes the given child from this Group. This will dispatch an onRemovedFromGroup event from the child (if it has one), reset the Group cursor and optionally destroy the child.
Parameters:
Name Type Argument Default Description child
Any The child to remove.
destroy
boolean <optional>
false You can optionally call destroy on the child that was removed.
silent
boolean <optional>
false If the silent parameter is
true
the child will not dispatch the onRemovedFromGroup event.- Inherited From:
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Returns:
true if the child was removed from this Group, otherwise false.
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- boolean
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removeAll(destroy, silent)
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Removes all children from this Group, setting the group properties of the children to
null
. The Group container remains on the display list.Parameters:
Name Type Argument Default Description destroy
boolean <optional>
false You can optionally call destroy on each child that is removed.
silent
boolean <optional>
false If the silent parameter is
true
the children will not dispatch their onRemovedFromGroup events.- Inherited From:
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removeBetween(startIndex, endIndex, destroy, silent)
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Removes all children from this Group whos index falls beteen the given startIndex and endIndex values.
Parameters:
Name Type Argument Default Description startIndex
number The index to start removing children from.
endIndex
number <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 You can optionally call destroy on the child that was removed.
silent
boolean <optional>
false If the silent parameter is
true
the children will not dispatch their onRemovedFromGroup events.- Inherited From:
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replace(oldChild, newChild) → {*}
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Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group.
Parameters:
Name Type Description oldChild
* The child in this Group that will be replaced.
newChild
* The child to be inserted into this Group.
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Returns:
Returns the oldChild that was replaced within this Group.
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- *
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resetCursor(index) → {*}
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Sets the Group cursor to the first object 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
number <optional>
0 Set the cursor to point to a specific index.
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Returns:
The child the cursor now points to.
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- *
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reverse()
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Reverses all children in this Group. Note that this does not propagate, only direct children are re-ordered.
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revive()
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Handy for bringing game objects "back to life". Just sets alive and exists back to true.
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sendToBack(child) → {*}
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Sends the given child to the bottom of this Group so it renders below all other children.
Parameters:
Name Type Description child
* The child to send to the bottom of this Group.
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Returns:
The child that was moved.
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- *
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set(child, key, value, checkAlive, checkVisible, operation, force) → {boolean}
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This function allows you to 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
* 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
number <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:
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Returns:
True if the property was set, false if not.
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- boolean
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setAll(key, value, checkAlive, checkVisible, operation, force)
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This function allows you to 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
* 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
number <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:
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setAllChildren(key, value, checkAlive, checkVisible, operation, force)
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This function allows you to 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 Group.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
* 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
number <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:
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setAlpha(min, max, rate, ease, yoyo)
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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
number <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)
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setProperty(child, key, value, operation, force) → {boolean}
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Sets a property to the given value on the child. The operation parameter controls how the value is set. Operation 0 means set the existing value to the given value, or if force is
false
create a new property with the given value. 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
* The child to set the property value on.
key
array An array of strings that make up the property that will be set.
value
* The value that will be set.
operation
number <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:
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Returns:
True if the property was set, false if not.
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- boolean
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setRotation(min, max)
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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.
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setScale(minX, maxX, minY, maxY, rate, ease, yoyo)
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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
number <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)
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setSize(width, height)
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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.
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setXSpeed(min, max)
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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.
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setYSpeed(min, max)
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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.
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sort(index, order)
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Call this function to sort the group according to a particular 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 yourState.update()
.Parameters:
Name Type Argument Default Description index
string <optional>
'z' The
string
name of the property you want to sort on. Defaults to the objects z-depth value.order
number <optional>
Phaser.Group.SORT_ASCENDING The
Group
constant that defines the sort order. Possible values are Phaser.Group.SORT_ASCENDING and Phaser.Group.SORT_DESCENDING.- Inherited From:
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start(explode, lifespan, frequency, quantity, forceQuantity)
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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".
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.
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subAll(property, amount, checkAlive, checkVisible)
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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.
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.
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swap(child1, child2)
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Swaps the position of two children in this Group. Both children must be in this Group. You cannot swap a child with itself, or swap un-parented children, doing so will return false.
Parameters:
Name Type Description child1
* The first child to swap.
child2
* The second child to swap.
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update()
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Called automatically by the game loop, decides when to launch particles and when to "die".
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<protected> updateZ()
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Internal method that re-applies all of the childrens Z values.
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xy(index, x, y)
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Positions the child found at the given index within this Group to the given x and y coordinates.
Parameters:
Name Type Description index
number 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.
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