new Emitter(game, x, y, maxParticles)
Phaser - ArcadeEmitter
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.. |
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Extends
Members
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alive
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- Inherited From:
- Default Value:
- true
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Properties:
Name Type Description aliveboolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive.
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alpha
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The emitters alpha value.
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Properties:
Name Type Description alphanumber Gets or sets the alpha value of the Emitter.
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angle
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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.
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Properties:
Name Type Description anglenumber The angle of rotation given in degrees, where 0 degrees = to the right.
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angularDrag
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- Default Value:
- 0
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Properties:
Name Type Description angularDragnumber The angular drag component of particles launched from the emitter if they are rotating.
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<readonly> bottom
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Properties:
Name Type Description bottomnumber Gets the bottom position of the Emitter.
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bounce
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Properties:
Name Type Description bouncePhaser.Point How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
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cursor
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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.
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Properties:
Name Type Description cursorany The current display object that the Group cursor is pointing to.
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emitX
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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 emitXboolean -
emitY
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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 emitYboolean -
exists
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- Default Value:
- true
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Properties:
Name Type Description existsboolean Determines whether the emitter is being updated by the core game loop.
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frequency
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- Default Value:
- 100
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Properties:
Name Type Description frequencyboolean How often a particle is emitted in ms (if emitter is started with Explode === false).
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game
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- Inherited From:
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Properties:
Name Type Description gamePhaser.Game A reference to the currently running Game.
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gravity
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- Default Value:
- 100
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Properties:
Name Type Description gravitynumber Sets the
body.gravity.yof each particle sprite to this value on launch. -
group
-
- Inherited From:
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Properties:
Name Type Description groupPhaser.Group The parent Group of this Group, if a child of another.
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height
-
- Default Value:
- 1
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Properties:
Name Type Description heightnumber The height of the emitter. Particles can be randomly generated from anywhere within this box.
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<readonly> left
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Properties:
Name Type Description leftnumber Gets the left position of the Emitter.
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<readonly> length
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- Inherited From:
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Properties:
Name Type Description lengthnumber The total number of children in this Group, regardless of their exists/alive status.
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lifespan
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- Default Value:
- 2000
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Properties:
Name Type Description lifespannumber How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles to live forever.
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maxParticles
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Properties:
Name Type Description maxParticlesnumber The total number of particles in this emitter..
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maxParticleScale
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- Default Value:
- 1
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Properties:
Name Type Description maxParticleScalenumber The maximum possible scale of a particle.
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maxParticleSpeed
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Properties:
Name Type Description maxParticleSpeedPhaser.Point The maximum possible velocity of a particle.
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maxRotation
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- Default Value:
- 360
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Properties:
Name Type Description maxRotationnumber The maximum possible angular velocity of a particle.
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minParticleScale
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- Default Value:
- 1
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Properties:
Name Type Description minParticleScalenumber The minimum possible scale of a particle.
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minParticleSpeed
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Properties:
Name Type Description minParticleSpeedPhaser.Point The minimum possible velocity of a particle.
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minRotation
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Properties:
Name Type Description minRotationnumber The minimum possible angular velocity of a particle.
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name
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Properties:
Name Type Description namestring Description.
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on
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- Default Value:
- false
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Properties:
Name Type Description onboolean Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.
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particleClass
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- Default Value:
- null
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Properties:
Name Type Description particleClassany For emitting your own particle class types.
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particleFriction
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- Default Value:
- 0
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Properties:
Name Type Description particleFrictionnumber The friction component of particles launched from the emitter.
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pivot
-
- Inherited From:
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Properties:
Name Type Description pivotPhaser.Point The pivot point of the Group container.
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<readonly> right
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Properties:
Name Type Description rightnumber Gets the right position of the Emitter.
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rotation
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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.
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Properties:
Name Type Description rotationnumber The angle of rotation given in radians.
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scale
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- Inherited From:
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Properties:
Name Type Description scalePhaser.Point The scane of the Group container.
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<readonly> top
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Properties:
Name Type Description topnumber Gets the top position of the Emitter.
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<readonly> total
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- Inherited From:
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Properties:
Name Type Description totalnumber The total number of children in this Group who have a state of exists = true.
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<protected> type
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Properties:
Name Type Description typenumber Internal Phaser Type value.
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visible
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The emitter visible state.
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Properties:
Name Type Description visibleboolean Gets or sets the Emitter visible state.
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width
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- Default Value:
- 1
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Properties:
Name Type Description widthnumber The width of the emitter. Particles can be randomly generated from anywhere within this box.
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x
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Properties:
Name Type Description xnumber Gets or sets the x position of the Emitter.
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x
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- Default Value:
- 0
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Properties:
Name Type Description xnumber The X position of the top left corner of the emitter in world space.
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y
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Properties:
Name Type Description ynumber Gets or sets the y position of the Emitter.
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y
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- Default Value:
- 0
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Properties:
Name Type Description ynumber The Y position of the top left corner of emitter in world space.
Methods
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add(child) → {*}
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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 Description child* An instance of Phaser.Sprite, Phaser.Button or any other display object..
- Inherited From:
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- See:
Returns:
The child that was added to the Group.
- Type
- *
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addAll(property, amount, checkAlive, checkVisible)
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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 propertystring The property to increment, for example 'body.velocity.x' or 'angle'.
amountnumber The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50.
checkAliveboolean If true the property will only be changed if the child is alive.
checkVisibleboolean If true the property will only be changed if the child is visible.
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addAt(child, index) → {*}
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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 Description child* An instance of Phaser.Sprite, Phaser.Button or any other display object..
indexnumber The index within the Group to insert the child to.
- Inherited From:
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Returns:
The child that was added to the Group.
- Type
- *
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at(object)
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Change the emitters center to match the center of any object with a
centerproperty, such as a Sprite.Parameters:
Name Type Description objectobject | Phaser.Sprite The object that you wish to match the center with.
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bringToTop(child) → {*}
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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:
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Returns:
The child that was moved.
- Type
- *
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callAll(method, context, parameter)
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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 methodstring A string containing the name of the function that will be called. The function must exist on the child.
contextstring <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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callAllExists(callback, existsValue, parameter)
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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 callbackfunction The function that exists on the children that will be called.
existsValueboolean Only children with exists=existsValue will be called.
parameter* <repeatable>
Additional parameters that will be passed to the callback.
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<protected> callbackFromArray(child, callback, length)
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Returns a reference to a function that exists on a child of the Group based on the given callback array.
Parameters:
Name Type Description childobject The object to inspect.
callbackarray The array of function names.
lengthnumber The size of the array (pre-calculated in callAll).
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childTest()
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Internal test.
- Inherited From:
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countDead() → {number}
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Call this function to find out how many members of the group are dead.
- Inherited From:
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Returns:
The number of children flagged as dead.
- Type
- number
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countLiving() → {number}
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Call this function to find out how many members of the group are alive.
- Inherited From:
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Returns:
The number of children flagged as alive.
- Type
- number
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create(x, y, key, frame, exists) → {Phaser.Sprite}
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Automatically creates a new Phaser.Sprite object and adds it to the top of this Group. Useful if you don't need to create the Sprite instances before-hand.
Parameters:
Name Type Argument Default Description xnumber The x coordinate to display the newly created Sprite at. The value is in relation to the Group.x point.
ynumber The y coordinate to display the newly created Sprite at. The value is in relation to the Group.y point.
keystring The Game.cache key of the image that this Sprite will use.
framenumber | string <optional>
If the Sprite image contains multiple frames you can specify which one to use here.
existsboolean <optional>
true The default exists state of the Sprite.
- Inherited From:
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Returns:
The child that was created.
- Type
- Phaser.Sprite
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createMultiple(quantity, key, frame, exists)
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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)
Parameters:
Name Type Argument Default Description quantitynumber The number of Sprites to create.
keystring The Game.cache key of the image that this Sprite will use.
framenumber | string <optional>
If the Sprite image contains multiple frames you can specify which one to use here.
existsboolean <optional>
false The default exists state of the Sprite.
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destroy(destroyChildren)
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Destroys this Group. Removes all children, then removes the container from the display list and nulls references.
Parameters:
Name Type Argument Default Description destroyChildrenboolean <optional>
false Should every child of this Group have its destroy method called?
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divideAll(property, amount, checkAlive, checkVisible)
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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 propertystring The property to divide, for example 'body.velocity.x' or 'angle'.
amountnumber The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50.
checkAliveboolean If true the property will only be changed if the child is alive.
checkVisibleboolean If true the property will only be changed if the child is visible.
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emitParticle()
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This function can be used both internally and externally to emit the next particle.
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forEach(callback, callbackContext, checkExists)
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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 Description callbackfunction The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContextObject The context in which the function should be called (usually 'this').
checkExistsboolean If set only children with exists=true will be passed to the callback, otherwise all children will be passed.
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forEachAlive(callback, callbackContext)
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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 callbackfunction The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContextObject The context in which the function should be called (usually 'this').
- Inherited From:
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forEachDead(callback, callbackContext)
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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 callbackfunction The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContextObject The context in which the function should be called (usually 'this').
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forEachExists(callback, callbackContext)
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Allows you to call your own function on each existing 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 callbackfunction The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContextObject The context in which the function should be called (usually 'this').
- Inherited From:
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getAt(index) → {*}
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Returns the child found at the given index within this Group.
Parameters:
Name Type Description indexnumber The index to return the child from.
- Inherited From:
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Returns:
The child that was found at the given index.
- Type
- *
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getFirstAlive() → {Any}
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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:
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Returns:
The first alive child, or null if none found.
- Type
- Any
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getFirstDead() → {Any}
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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:
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Returns:
The first dead child, or null if none found.
- Type
- Any
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getFirstExists(state) → {Any}
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Call this function to retrieve the first object with exists == (the given state) in the Group.
Parameters:
Name Type Description stateboolean True or false.
- Inherited From:
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Returns:
The first child, or null if none found.
- Type
- Any
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getIndex(child) → {number}
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Get the index position of the given child in this Group.
Parameters:
Name Type Description child* The child to get the index for.
- Inherited From:
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Returns:
The index of the child or -1 if it's not a member of this Group.
- Type
- number
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getRandom(startIndex, length) → {Any}
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Returns a member at random from the group.
Parameters:
Name Type Description startIndexnumber Optional offset off the front of the array. Default value is 0, or the beginning of the array.
lengthnumber Optional restriction on the number of values you want to randomly select from.
- Inherited From:
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Returns:
A random child of this Group.
- Type
- Any
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iterate(key, value, returnType, callback, callbackContext) → {any}
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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 keystring The child property to check, i.e. 'exists', 'alive', 'health'
valueany If child.key === this value it will be considered a match. Note that a strict comparison is used.
returnTypenumber How to return the data from this method. Either Phaser.Group.RETURN_NONE, Phaser.Group.RETURN_TOTAL or Phaser.Group.RETURN_CHILD.
callbackfunction <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.
callbackContextObject <optional>
The context in which the function should be called (usually 'this').
- Inherited From:
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Returns:
Returns either a numeric total (if RETURN_TOTAL was specified) or the child object.
- Type
- any
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kill()
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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 array of particle sprites to attach to the emitter.
Parameters:
Name Type Argument Default Description keysarray | 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.
framesarray | number A frame number, or array of frames that the sprite will use. If an array one is picked at random.
quantitynumber The number of particles to generate.
collideboolean <optional>
false Sets the checkCollision.none flag on the particle sprites body.
collideWorldBoundsboolean <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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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 propertystring The property to multiply, for example 'body.velocity.x' or 'angle'.
amountnumber The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20.
checkAliveboolean If true the property will only be changed if the child is alive.
checkVisibleboolean If true the property will only be changed if the child is visible.
- Inherited From:
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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.
- Inherited From:
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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.
- Inherited From:
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remove(child) → {boolean}
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Removes the given child from this Group and sets its group property to null.
Parameters:
Name Type Description childAny The child to remove.
- Inherited From:
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Returns:
true if the child was removed from this Group, otherwise false.
- Type
- boolean
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removeAll()
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Removes all children from this Group, setting all group properties to null. The Group container remains on the display list.
- Inherited From:
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removeBetween(startIndex, endIndex)
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Removes all children from this Group whos index falls beteen the given startIndex and endIndex values.
Parameters:
Name Type Description startIndexnumber The index to start removing children from.
endIndexnumber The index to stop removing children from. Must be higher than startIndex and less than the length of the Group.
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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.
- Inherited From:
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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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set(child, key, value, checkAlive, checkVisible, operation)
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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 childPhaser.Sprite The child to set the property on.
keystring The property, as a string, to be set. For example: 'body.velocity.x'
value* The value that will be set.
checkAliveboolean <optional>
false If set then the child will only be updated if alive=true.
checkVisibleboolean <optional>
false If set then the child will only be updated if visible=true.
operationnumber <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.
- Inherited From:
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setAll(key, value, checkAlive, checkVisible, operation)
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This function allows you to quickly set the same property across all children 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 keystring The property, as a string, to be set. For example: 'body.velocity.x'
value* The value that will be set.
checkAliveboolean <optional>
false If set then only children with alive=true will be updated.
checkVisibleboolean <optional>
false If set then only children with visible=true will be updated.
operationnumber <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.
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setProperty(child, key, value, operation)
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Sets the given property to the given value on the child. The operation controls the assignment of the value.
Parameters:
Name Type Argument Default Description child* The child to set the property value on.
keyarray An array of strings that make up the property that will be set.
value* The value that will be set.
operationnumber <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.
- Inherited From:
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setRotation(min, max)
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A more compact way of setting the angular velocity constraints of the emitter.
Parameters:
Name Type Argument Default Description minnumber <optional>
0 The minimum value for this range.
maxnumber <optional>
0 The maximum value for this range.
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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 widthnumber The desired width of the emitter (particles are spawned randomly within these dimensions).
heightnumber 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 minnumber <optional>
0 The minimum value for this range.
maxnumber <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 minnumber <optional>
0 The minimum value for this range.
maxnumber <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 indexstring <optional>
'y' The
stringname of the property you want to sort on.ordernumber <optional>
Phaser.Group.SORT_ASCENDING The
Groupconstant 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)
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Call this function to start emitting particles.
Parameters:
Name Type Argument Default Description explodeboolean <optional>
true Whether the particles should all burst out at once.
lifespannumber <optional>
0 How long each particle lives once emitted. 0 = forever.
frequencynumber <optional>
250 Ignored if Explode is set to true. Frequency is how often to emit a particle in ms.
quantitynumber <optional>
0 How many particles to launch. 0 = "all of the particles".
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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 propertystring The property to decrement, for example 'body.velocity.x' or 'angle'.
amountnumber The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10.
checkAliveboolean If true the property will only be changed if the child is alive.
checkVisibleboolean If true the property will only be changed if the child is visible.
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swap(child1, child2) → {boolean}
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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.
- Inherited From:
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Returns:
True if the swap was successful, otherwise false.
- Type
- boolean
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swapIndex()
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Internal test.
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update()
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Called automatically by the game loop, decides when to launch particles and when to "die".
- Source: