Class: Emitter

Phaser.Particles.Arcade. Emitter

Phaser.Particles.Arcade.Emitter

new Emitter(game, x, y, maxParticles)

Emitter is a lightweight particle emitter that uses Arcade Physics. It can be used for one-time explosions or for continuous effects like rain and fire. All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly.

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

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.

Inherited From:
Default Value:
  • true
Source:

alpha

Properties:
Name Type Description
alpha number

The alpha value of the Group container.

Inherited From:
Source:

alphaData

Properties:
Name Type Description
alphaData array

An array of the calculated alpha easing data applied to particles with alphaRates > 0.

Source:

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.

Properties:
Name Type Description
angle number

The angle of rotation given in degrees, where 0 degrees = to the right.

Inherited From:
Source:

angularDrag

Properties:
Name Type Description
angularDrag number

The angular drag component of particles launched from the emitter if they are rotating.

Default Value:
  • 0
Source:

area

Properties:
Name Type Description
area Phaser.Rectangle

The area of the emitter. Particles can be randomly generated from anywhere within this rectangle.

Source:

autoAlpha

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.

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autoScale

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.

Source:

blendMode

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)

Source:

<readonly> bottom

Properties:
Name Type Description
bottom number

Gets the bottom position of the Emitter.

Source:

bounce

Properties:
Name Type Description
bounce Phaser.Point

How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.

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cameraOffset

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.

Inherited From:
Source:

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.

Properties:
Name Type Description
classType object
Inherited From:
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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.

Properties:
Name Type Description
cursor any

The current display object that the Group cursor is pointing to.

Inherited From:
Source:

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.

Properties:
Name Type Description
emitX number
Source:

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.

Properties:
Name Type Description
emitY number
Source:

enableBody

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.

Inherited From:
Default Value:
  • enableBody
Source:

enableBodyDebug

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.

Inherited From:
Source:

exists

Properties:
Name Type Description
exists boolean

If exists is true the Group is updated, otherwise it is skipped.

Inherited From:
Default Value:
  • true
Source:

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

Properties:
Name Type Description
fixedToCamera boolean

Set to true to fix this Group to the Camera at its current world coordinates.

Inherited From:
Source:

frequency

Properties:
Name Type Description
frequency boolean

How often a particle is emitted in ms (if emitter is started with Explode === false).

Default Value:
  • 100
Source:

game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

Inherited From:
Source:

gravity

Properties:
Name Type Description
gravity number

Sets the body.gravity.y of each particle sprite to this value on launch.

Default Value:
  • 100
Source:

height

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.

Source:

ignoreDestroy

Properties:
Name Type Description
ignoreDestroy boolean

A Group with ignoreDestroy set to true ignores all calls to its destroy method.

Inherited From:
Default Value:
  • false
Source:

<readonly> left

Properties:
Name Type Description
left number

Gets the left position of the Emitter.

Source:

<readonly> length

Properties:
Name Type Description
length number

The total number of children in this Group, regardless of their exists/alive status.

Inherited From:
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lifespan

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.

Default Value:
  • 2000
Source:

maxParticleAlpha

Properties:
Name Type Description
maxParticleAlpha number

The maximum possible alpha value of a particle.

Default Value:
  • 1
Source:

maxParticles

Properties:
Name Type Description
maxParticles number

The total number of particles in this emitter.

Source:

maxParticleScale

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.

Default Value:
  • 1
Source:

maxParticleSpeed

Properties:
Name Type Description
maxParticleSpeed Phaser.Point

The maximum possible velocity of a particle.

Source:

maxRotation

Properties:
Name Type Description
maxRotation number

The maximum possible angular velocity of a particle.

Default Value:
  • 360
Source:

minParticleAlpha

Properties:
Name Type Description
minParticleAlpha number

The minimum possible alpha value of a particle.

Default Value:
  • 1
Source:

minParticleScale

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.

Default Value:
  • 1
Source:

minParticleSpeed

Properties:
Name Type Description
minParticleSpeed Phaser.Point

The minimum possible velocity of a particle.

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minRotation

Properties:
Name Type Description
minRotation number

The minimum possible angular velocity of a particle.

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name

Properties:
Name Type Description
name string

A handy string name for this emitter. Can be set to anything.

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on

Properties:
Name Type Description
on boolean

Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.

Default Value:
  • false
Source:

onDestroy

Properties:
Name Type Description
onDestroy Phaser.Signal

This signal is dispatched when the parent is destoyed.

Inherited From:
Source:

particleAnchor

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)

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particleBringToTop

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.

Default Value:
  • false
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particleClass

Properties:
Name Type Description
particleClass any

For emitting your own particle class types. They must extend Phaser.Particle.

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particleDrag

Properties:
Name Type Description
particleDrag Phaser.Point

The X and Y drag component of particles launched from the emitter.

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particleSendToBack

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.

Default Value:
  • false
Source:

physicsBodyType

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.

Inherited From:
Source:
Properties:
Name Type Description
right number

Gets the right position of the Emitter.

Source:

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.

Properties:
Name Type Description
rotation number

The angle of rotation given in radians.

Inherited From:
Source:

scale

Properties:
Name Type Description
scale Phaser.Point

The scale of the Group container.

Inherited From:
Source:

scaleData

Properties:
Name Type Description
scaleData array

An array of the calculated scale easing data applied to particles with scaleRates > 0.

Source:

<readonly> top

Properties:
Name Type Description
top number

Gets the top position of the Emitter.

Source:

<readonly> total

Properties:
Name Type Description
total number

The total number of children in this Group who have a state of exists = true.

Inherited From:
Source:

<protected> type

Properties:
Name Type Description
type number

Internal Phaser Type value.

Source:

visible

Properties:
Name Type Description
visible boolean

The visible state of the Group. Non-visible Groups and all of their children are not rendered.

Inherited From:
Source:

width

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.

Source:

x

Properties:
Name Type Description
x number

Gets or sets the x position of the Emitter.

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y

Properties:
Name Type Description
y number

Gets or sets the y position of the Emitter.

Source:

z

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.

Inherited From:
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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
*

addMultiple(children, silent) → {*}

Adds an array existing objects to this Group. The objects can be instances of Phaser.Sprite, Phaser.Button or any other display object. The children are automatically added to the top of the Group, so render on-top of everything else within the Group. TODO: Add ability to pass the children as parameters rather than having to be an array.

Parameters:
Name Type Argument Default Description
children array

An array containing instances of Phaser.Sprite, Phaser.Button or any other display object.

silent boolean <optional>
false

If the silent parameter is true the children will not dispatch the onAddedToGroup event.

Inherited From:
Source:
Returns:

The array of children that were 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 / 2

Parameters:
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.

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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.

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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).

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checkAll(key, value, checkAlive, checkVisible, force)

This function allows you to quickly check that the same property across all children of this Group is equal to the given value. This call doesn't descend down children, so if you have a Group inside of this Group, the property will be checked on the Group but not its children.

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 checked.

checkAlive boolean <optional>
false

If set then only children with alive=true will be checked. This includes any Groups that are children.

checkVisible boolean <optional>
false

If set then only children with visible=true will be checked. This includes any Groups that are children.

force boolean <optional>
false

If force is true then the property will be checked on the child regardless if it already exists or not. If true and the property doesn't exist, false will be returned.

Inherited From:
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checkProperty(child, key, value, force) → {boolean}

Checks a property for the given value on the child.

Parameters:
Name Type Argument Default Description
child *

The child to check 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 checked.

force boolean <optional>
false

If force is true then the property will be checked on the child regardless if it already exists or not. If true and the property doesn't exist, false will be returned.

Inherited From:
Source:
Returns:

True if the property was was equal to value, false if not.

Type
boolean

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.

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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.

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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.

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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.

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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.

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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:

filter(predicate, checkExists) → {Phaser.ArrayList}

Allows you to obtain a Phaser.ArrayList of children that return true for the given predicate For example: var healthyList = Group.filter(function(child, index, children) { return child.health > 10 ? true : false; }, true); healthyList.callAll('attack'); Note: Currently this will skip any children which are Groups themselves.

Parameters:
Name Type Argument Default Description
predicate function

The function that each child will be evaluated against. Each child of the Group will be passed to it as its first parameter, the index as the second, and the entire child array as the third

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:
Returns:

Returns an array list containing all the children that the predicate returned true for

Type
Phaser.ArrayList

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.

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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').

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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:
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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').

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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.

Source:

makeParticles(keys, frames, quantity, collide, collideWorldBounds) → {Phaser.Particles.Arcade.Emitter}

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.

Source:
Returns:

This Emitter instance.

Type
Phaser.Particles.Arcade.Emitter

moveDown(child) → {*}

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.

Inherited From:
Source:
Returns:

The child that was moved.

Type
*

moveUp(child) → {*}

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.

Inherited From:
Source:
Returns:

The child that was moved.

Type
*

multiplyAll(property, amount, checkAlive, checkVisible)

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.

Inherited From:
Source:

next() → {*}

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.

Inherited From:
Source:
Returns:

The child the cursor now points to.

Type
*

<protected> postUpdate()

The core postUpdate - as called by World.

Inherited From:
Source:

<protected> preUpdate()

The core preUpdate - as called by World.

Inherited From:
Source:

previous() → {*}

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.

Inherited From:
Source:
Returns:

The child the cursor now points to.

Type
*

remove(child, destroy, silent) → {boolean}

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:
Source:
Returns:

true if the child was removed from this Group, otherwise false.

Type
boolean

removeAll(destroy, silent)

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:
Source:

removeBetween(startIndex, endIndex, destroy, silent)

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:
Source:

replace(oldChild, newChild) → {*}

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.

Inherited From:
Source:
Returns:

Returns the oldChild that was replaced within this Group.

Type
*

resetCursor(index) → {*}

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.

Inherited From:
Source:
Returns:

The child the cursor now points to.

Type
*

reverse()

Reverses all children in this Group. Note that this does not propagate, only direct children are re-ordered.

Inherited From:
Source:

revive()

Handy for bringing game objects "back to life". Just sets alive and exists back to true.

Source:

sendToBack(child) → {*}

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.

Inherited From:
Source:
Returns:

The child that was moved.

Type
*

set(child, key, value, checkAlive, checkVisible, operation, force) → {boolean}

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:
Source:
Returns:

True if the property was set, false if not.

Type
boolean

setAll(key, value, checkAlive, checkVisible, operation, force)

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:
Source:

setAllChildren(key, value, checkAlive, checkVisible, operation, force)

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:
Source:

setAlpha(min, max, rate, ease, yoyo)

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)

Source:

setProperty(child, key, value, operation, force) → {boolean}

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:
Source:
Returns:

True if the property was set, false if not.

Type
boolean

setRotation(min, max)

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.

Source:

setScale(minX, maxX, minY, maxY, rate, ease, yoyo)

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)

Source:

setSize(width, height)

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.

Source:

setXSpeed(min, max)

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.

Source:

setYSpeed(min, max)

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.

Source:

sort(index, order)

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 your State.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:
Source:

start(explode, lifespan, frequency, quantity, forceQuantity)

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.

Source:

subAll(property, amount, checkAlive, checkVisible)

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.

Inherited From:
Source:

swap(child1, child2)

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.

Parameters:
Name Type Description
child1 *

The first child to swap.

child2 *

The second child to swap.

Inherited From:
Source:

update()

Called automatically by the game loop, decides when to launch particles and when to "die".

Source:

<protected> updateZ()

Internal method that re-applies all of the childrens Z values.

Inherited From:
Source:

xy(index, x, y)

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.

Inherited From:
Source:
Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Wed Oct 22 2014 21:45:58 GMT+0100 (BST) using the DocStrap template.