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More docs coming on.
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@@ -136,7 +136,7 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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/**
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* How often a particle is emitted in ms (if emitter is started with Explode == false).
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* @property {bool} frequency
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* @property {boolean} frequency
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* @default
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*/
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this.frequency = 100;
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@@ -187,7 +187,7 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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/**
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* Internal helper for the style of particle emission (all at once, or one at a time).
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* @property {bool} _explode
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* @property {boolean} _explode
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* @private
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* @default
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*/
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@@ -196,14 +196,14 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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/**
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* Determines whether the emitter is currently emitting particles.
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* It is totally safe to directly toggle this.
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* @property {bool} on
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* @property {boolean} on
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* @default
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*/
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this.on = false;
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/**
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* Determines whether the emitter is being updated by the core game loop.
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* @property {bool} exists
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* @property {boolean} exists
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* @default
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*/
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this.exists = true;
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@@ -212,7 +212,7 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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* The point the particles are emitted from.
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* Emitter.x and Emitter.y control the containers location, which updates all current particles
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* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
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* @property {bool} emitX
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* @property {boolean} emitX
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*/
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this.emitX = x;
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@@ -220,7 +220,7 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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* The point the particles are emitted from.
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* Emitter.x and Emitter.y control the containers location, which updates all current particles
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* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
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* @property {bool} emitY
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* @property {boolean} emitY
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*/
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this.emitY = y;
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@@ -281,7 +281,7 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
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* @param {number} frames - Description.
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* @param {number} quantity - The number of particles to generate when using the "create from image" option.
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* @param {number} collide - Description.
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* @param {bool} collideWorldBounds - Description.
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* @param {boolean} collideWorldBounds - Description.
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* @return This Emitter instance (nice for chaining stuff together, if you're into that).
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*/
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Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide, collideWorldBounds) {
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@@ -582,10 +582,10 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "alpha", {
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/**
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* Get the emitter visible state.
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* @return {bool}
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* @return {boolean}
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*//**
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* Set the emitter visible state.
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* @param {bool} value - Description
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* @param {boolean} value - Description
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*/
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Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "visible", {
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@@ -601,10 +601,10 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "visible", {
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/**
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* Get
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* @return {bool}
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* @return {boolean}
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*//**
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* Set
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* @param {bool} value - Description
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* @param {boolean} value - Description
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*/
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Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "x", {
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@@ -620,10 +620,10 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "x", {
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/**
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* Get
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* @return {bool}
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* @return {boolean}
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*//**
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* Set
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* @param {bool} value - Description
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* @param {boolean} value - Description
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*/
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Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "y", {
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