ParticleEmitter
A Particle Emitter is a special kind of Game Object that controls a pool of Particles.
Particle Emitters are created via a configuration object. The properties of this object
can be specified in a variety of formats, given you plenty of scope over the values they
return, leading to complex visual effects. Here are the different forms of configuration
value you can give:
An explicit static value:
x: 400
The x value will always be 400 when the particle is spawned.
A random value:
x: [ 100, 200, 300, 400 ]
The x value will be one of the 4 elements in the given array, picked at random on emission.
A custom callback:
x: (particle, key, t, value) => {
return value + 50;
}
The x value is the result of calling this function. This is only used when the
particle is emitted, so it provides it's initial starting value. It is not used
when the particle is updated (see the onUpdate callback for that)
A start / end object:
This allows you to control the change in value between the given start and
end parameters over the course of the particles lifetime:
scale: { start: 0, end: 1 }
The particle scale will start at 0 when emitted and ease to a scale of 1
over the course of its lifetime. You can also specify the ease function
used for this change (the default is Linear):
scale: { start: 0, end: 1, ease: 'bounce.out' }
A start / end random object:
The start and end object can have an optional random parameter.
This forces it to pick a random value between the two values and use
this as the starting value, then easing to the 'end' parameter over
its lifetime.
scale: { start: 4, end: 0.5, random: true }
The particle will start with a random scale between 0.5 and 4 and then
scale to the end value over its lifetime. You can combine the above
with the ease parameter as well to control the value easing.
An interpolation object:
You can provide an array of values which will be used for interpolation
during the particles lifetime. You can also define the interpolation
function to be used. There are three provided: linear (the default),
bezier and catmull, or you can provide your own function.
x: { values: [ 50, 500, 200, 800 ], interpolation: 'catmull' }
The particle scale will interpolate from 50 when emitted to 800 via the other
points over the course of its lifetime. You can also specify an ease function
used to control the rate of change through the values (the default is Linear):
x: { values: [ 50, 500, 200, 800 ], interpolation: 'catmull', ease: 'bounce.out }
A stepped emitter object:
The steps parameter allows you to control the placement of sequential
particles across the start-end range:
x: { steps: 32, start: 0, end: 576 }
Here we have a range of 576 (start to end). This is divided into 32 steps.
The first particle will emit at the x position of 0. The next will emit
at the next 'step' along, which would be 18. The following particle will emit
at the next step, which is 36, and so on. Because the range of 576 has been
divided by 32, creating 18 pixels steps. When a particle reaches the 'end'
value the next one will start from the beginning again.
A stepped emitter object with yoyo:
You can add the optional yoyo property to a stepped object:
x: { steps: 32, start: 0, end: 576, yoyo: true }
As with the stepped emitter, particles are emitted in sequence, from 'start'
to 'end' in step sized jumps. Normally, when a stepped emitter reaches the
end it snaps around to the start value again. However, if you provide the 'yoyo'
parameter then when it reaches the end it will reverse direction and start
emitting back down to 'start' again. Depending on the effect you require this
can often look better.
A min / max object:
This allows you to pick a random float value between the min and max properties:
x: { min: 100, max: 700 }
The x value will be a random float between min and max.
You can force it select an integer by setting the 'int' flag:
x: { min: 100, max: 700, int: true }
Or, you could use the 'random' array approach (see below)
A random object:
This allows you to pick a random integer value between the first and second array elements:
x: { random: [ 100, 700 ] }
The x value will be a random integer between 100 and 700 as it takes the first
element in the 'random' array as the 'min' value and the 2nd element as the 'max' value.
Custom onEmit and onUpdate callbacks:
If the above won't give you the effect you're after, you can provide your own
callbacks that will be used when the particle is both emitted and updated:
x: {
onEmit: (particle, key, t, value) => {
return value;
},
onUpdate: (particle, key, t, value) => {
return value;
}
}
You can provide either one or both functions. The onEmit is called at the
start of the particles life and defines the value of the property on birth.
The onUpdate function is called every time the Particle Emitter updates
until the particle dies. Both must return a value.
The properties are:
particle - A reference to the Particle instance.
key - The string based key of the property, i.e. 'x' or 'lifespan'.
t - The current normalized lifetime of the particle, between 0 (birth) and 1 (death).
value - The current property value. At a minimum you should return this.
By using the above configuration options you have an unlimited about of
control over how your particles behave.
v3.55 Differences
Prior to v3.60 Phaser used a ParticleEmitterManager. This was removed in v3.60
and now calling this.add.particles returns a ParticleEmitter instance instead.
In order to streamline memory and the display list we have removed the
ParticleEmitterManager entirely. When you call this.add.particles you're now
creating a ParticleEmitter instance, which is being added directly to the
display list and can be manipulated just like any other Game Object, i.e.
scaled, rotated, positioned, added to a Container, etc. It now extends the
GameObject base class, meaning it's also an event emitter, which allowed us
to create some handy new events for particles.
So, to create an emitter, you now give it an xy coordinate, a texture and an
emitter configuration object (you can also set this later, but most commonly
you'd do it on creation). I.e.:
const emitter = this.add.particles(100, 300, 'flares', {
frame: 'red',
angle: { min: -30, max: 30 },
speed: 150
});
This will create a 'red flare' emitter at 100 x 300.
Please update your code to ensure it adheres to the new function signatures.
Constructor
new ParticleEmitter(scene, [x], [y], [texture], [config])
Parameters
| name | type | optional | description |
|---|---|---|---|
| scene | Phaser.Scene | No | The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. |
| x | number | Yes | The horizontal position of this Game Object in the world. |
| y | number | Yes | The vertical position of this Game Object in the world. |
| texture | string | Phaser.Textures.Texture | Yes | The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager. |
| config | Phaser.Types.GameObjects.Particles.ParticleEmitterConfig | Yes | Settings for this emitter. |
Scope: static
Extends
Phaser.GameObjects.GameObject
Phaser.GameObjects.Components.AlphaSingle
Phaser.GameObjects.Components.BlendMode
Phaser.GameObjects.Components.Depth
Phaser.GameObjects.Components.Mask
Phaser.GameObjects.Components.Pipeline
Phaser.GameObjects.Components.PostPipeline
Phaser.GameObjects.Components.ScrollFactor
Phaser.GameObjects.Components.Texture
Phaser.GameObjects.Components.Transform
Phaser.GameObjects.Components.Visible
Source: src/gameobjects/particles/ParticleEmitter.js#L104
Since: 3.60.0
Inherited Members
From Phaser.GameObjects.Components.AlphaSingle:
From Phaser.GameObjects.Components.BlendMode:
From Phaser.GameObjects.Components.Depth:
From Phaser.GameObjects.Components.Mask:
From Phaser.GameObjects.Components.Pipeline:
From Phaser.GameObjects.Components.PostPipeline:
From Phaser.GameObjects.Components.ScrollFactor:
From Phaser.GameObjects.Components.Texture:
From Phaser.GameObjects.Components.Transform:
From Phaser.GameObjects.Components.Visible:
From Phaser.GameObjects.GameObject:
- active
- body
- cameraFilter
- data
- displayList
- ignoreDestroy
- input
- name
- parentContainer
- renderFlags
- scene
- state
- tabIndex
- type
Public Members
acceleration
acceleration: boolean
Description:
Whether accelerationX and accelerationY are non-zero. Set automatically during configuration.
Source: src/gameobjects/particles/ParticleEmitter.js#L458
Since: 3.0.0
accelerationX
accelerationX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The horizontal acceleration applied to emitted particles, in pixels per second squared.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3096
Since: 3.60.0
accelerationY
accelerationY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The vertical acceleration applied to emitted particles, in pixels per second squared.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3120
Since: 3.60.0
animCounter
animCounter: number
Description:
The internal animation counter.
Treat this property as read-only.
Source: src/gameobjects/particles/ParticleEmitter.js#L3738
Since: 3.60.0
animQuantity
animQuantity: number
Description:
The number of consecutive particles that receive a single animation (per frame cycle).
Source: src/gameobjects/particles/ParticleEmitter.js#L784
Since: 3.60.0
anims
anims: Array.<string>
Description:
The animations assigned to particles.
Source: src/gameobjects/particles/ParticleEmitter.js#L764
Since: 3.60.0
bounce
bounce: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The amount of velocity particles will use when rebounding off the
emitter bounds, if set. A value of 0 means no bounce. A value of 1
means a full rebound.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3320
Since: 3.60.0
colorEase
colorEase: string
Description:
Controls the easing function used when you have created an
Emitter that uses the color property to interpolate the
tint of Particles over their lifetime.
Setting this has no effect if you haven't also applied a
particleColor to this Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L3437
Since: 3.60.0
completeFlag
completeFlag: boolean
Description:
The internal complete flag.
Treat this property as read-only.
Source: src/gameobjects/particles/ParticleEmitter.js#L3807
Since: 3.60.0
config
config: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
Description:
An internal object holding the configuration for the Emitter.
These are populated as part of the Emitter configuration parsing.
You typically do not access them directly, but instead use the
ParticleEmitter.setConfig or ParticleEmitter.updateConfig methods.
Source: src/gameobjects/particles/ParticleEmitter.js#L372
Since: 3.85.0
currentAnim
currentAnim: number
Description:
The current animation index.
Treat this property as read-only.
Source: src/gameobjects/particles/ParticleEmitter.js#L3899
Since: 3.60.0
currentFrame
currentFrame: number
Description:
The current frame index.
Treat this property as read-only.
Source: src/gameobjects/particles/ParticleEmitter.js#L3876
Since: 3.60.0
deathCallback
deathCallback: Phaser.Types.GameObjects.Particles.ParticleDeathCallback
Description:
A function to call when a particle dies.
Source: src/gameobjects/particles/ParticleEmitter.js#L501
Since: 3.0.0
deathCallbackScope
deathCallbackScope: *
Description:
The calling context for Phaser.GameObjects.Particles.ParticleEmitter#deathCallback.
Source: src/gameobjects/particles/ParticleEmitter.js#L511
Since: 3.0.0
deathZones
deathZones: Array.<Phaser.GameObjects.Particles.Zones.DeathZone>
Description:
An array containing Particle Death Zone objects. A particle is immediately killed as soon as its x/y coordinates
intersect with any of the configured Death Zones.
Prior to Phaser v3.60 an Emitter could only have one single Death Zone.
In 3.60 they can now have an array of Death Zones.
Source: src/gameobjects/particles/ParticleEmitter.js#L660
Since: 3.60.0
delay
delay: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The number of milliseconds to wait after emission before
the particles start updating. This allows you to emit particles
that appear 'static' or still on-screen and then, after this value,
begin to move.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3635
Since: 3.60.0
duration
duration: number
Description:
The number of milliseconds this emitter will emit particles for when in flow mode,
before it stops emission. A value of 0 (the default) means there is no duration.
When the duration expires the STOP event is emitted. Note that entering a
stopped state doesn't mean all the particles have finished, just that it's
not emitting any further ones.
To know when the final particle expires, listen for the COMPLETE event.
The counter is reset each time the ParticleEmitter.start method is called.
0 means the emitter will not stop based on duration.
Source: src/gameobjects/particles/ParticleEmitter.js#L571
Since: 3.60.0
elapsed
elapsed: number
Description:
The internal elasped counter.
Treat this property as read-only.
Source: src/gameobjects/particles/ParticleEmitter.js#L3761
Since: 3.60.0
emitCallback
emitCallback: Phaser.Types.GameObjects.Particles.ParticleEmitterCallback
Description:
A function to call when a particle is emitted.
Source: src/gameobjects/particles/ParticleEmitter.js#L481
Since: 3.0.0
emitCallbackScope
emitCallbackScope: *
Description:
The calling context for Phaser.GameObjects.Particles.ParticleEmitter#emitCallback.
Source: src/gameobjects/particles/ParticleEmitter.js#L491
Since: 3.0.0
emitting
emitting: boolean
Description:
Controls if the emitter is currently emitting a particle flow (when frequency >= 0).
Already alive particles will continue to update until they expire.
Controlled by Phaser.GameObjects.Particles.ParticleEmitter#start and Phaser.GameObjects.Particles.ParticleEmitter#stop.
Source: src/gameobjects/particles/ParticleEmitter.js#L607
Since: 3.0.0
emitZones
emitZones: Array.<Phaser.Types.GameObjects.Particles.EmitZoneObject>
Description:
An array containing Particle Emission Zones. These can be either EdgeZones or RandomZones.
Particles are emitted from a randomly selected zone from this array.
Prior to Phaser v3.60 an Emitter could only have one single Emission Zone.
In 3.60 they can now have an array of Emission Zones.
Source: src/gameobjects/particles/ParticleEmitter.js#L645
Since: 3.60.0
flowCounter
flowCounter: number
Description:
The internal flow counter.
Treat this property as read-only.
Source: src/gameobjects/particles/ParticleEmitter.js#L3692
Since: 3.60.0
follow
follow: Phaser.Types.Math.Vector2Like
Description:
A Game Object whose position is used as the particle origin.
Source: src/gameobjects/particles/ParticleEmitter.js#L699
Since: 3.0.0
followOffset
followOffset: Phaser.Math.Vector2
Description:
The offset of the particle origin from the Phaser.GameObjects.Particles.ParticleEmitter#follow target.
Source: src/gameobjects/particles/ParticleEmitter.js#L711
Since: 3.0.0
frameCounter
frameCounter: number
Description:
The internal frame counter.
Treat this property as read-only.
Source: src/gameobjects/particles/ParticleEmitter.js#L3715
Since: 3.60.0
frameQuantity
frameQuantity: number
Description:
The number of consecutive particles that receive a single texture frame (per frame cycle).
Source: src/gameobjects/particles/ParticleEmitter.js#L753
Since: 3.0.0
frames
frames: Array.<Phaser.Textures.Frame>
Description:
The texture frames assigned to particles.
Source: src/gameobjects/particles/ParticleEmitter.js#L733
Since: 3.0.0
frequency
frequency: number
Description:
For a flow emitter, the time interval (>= 0) between particle flow cycles in ms.
A value of 0 means there is one particle flow cycle for each logic update (the maximum flow frequency). This is the default setting.
For an exploding emitter, this value will be -1.
Calling Phaser.GameObjects.Particles.ParticleEmitter#flow also puts the emitter in flow mode (frequency >= 0).
Calling Phaser.GameObjects.Particles.ParticleEmitter#explode also puts the emitter in explode mode (frequency = -1).
Source: src/gameobjects/particles/ParticleEmitter.js#L592
Since: 3.0.0
gravityX
gravityX: number
Description:
Horizontal acceleration applied to emitted particles, in pixels per second squared.
Source: src/gameobjects/particles/ParticleEmitter.js#L436
Since: 3.0.0
gravityY
gravityY: number
Description:
Vertical acceleration applied to emitted particles, in pixels per second squared.
Source: src/gameobjects/particles/ParticleEmitter.js#L447
Since: 3.0.0
hold
hold: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The number of milliseconds to wait after a particle has finished
its life before it will be removed. This allows you to 'hold' a
particle on the screen once it has reached its final state
before it then vanishes.
Note that all particle updates will cease, including changing
alpha, scale, movement or animation.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3662
Since: 3.60.0
lifespan
lifespan: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The lifespan of the emitted particles. This value is given
in milliseconds and defaults to 1000ms (1 second). When a
particle reaches this amount it is killed.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3526
Since: 3.60.0
maxAliveParticles
maxAliveParticles: number
Description:
The maximum number of alive and rendering particles this emitter will update.
When this limit is reached, a particle needs to die before another can be emitted.
0 means no limits.
Source: src/gameobjects/particles/ParticleEmitter.js#L535
Since: 3.60.0
maxParticles
maxParticles: number
Description:
Set to hard limit the amount of particle objects this emitter is allowed to create
in total. This is the number of Particle instances it can create, not the number
of 'alive' particles.
0 means unlimited.
Source: src/gameobjects/particles/ParticleEmitter.js#L521
Since: 3.0.0
maxVelocityX
maxVelocityX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The maximum horizontal velocity emitted particles can reach, in pixels per second squared.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3144
Since: 3.60.0
maxVelocityY
maxVelocityY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The maximum vertical velocity emitted particles can reach, in pixels per second squared.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3169
Since: 3.60.0
moveTo
moveTo: boolean
Description:
Whether moveToX and moveToY are set. Set automatically during configuration.
When true the particles move toward the moveToX and moveToY coordinates and arrive at the end of their life.
Emitter angle, speedX, and speedY are ignored.
Source: src/gameobjects/particles/ParticleEmitter.js#L468
Since: 3.0.0
moveToX
moveToX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The x coordinate emitted particles move toward, when Phaser.GameObjects.Particles.ParticleEmitter#moveTo is true.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3272
Since: 3.60.0
moveToY
moveToY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The y coordinate emitted particles move toward, when Phaser.GameObjects.Particles.ParticleEmitter#moveTo is true.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3296
Since: 3.60.0
ops
ops: Phaser.Types.GameObjects.Particles.ParticleEmitterOps
Description:
An internal object holding all of the EmitterOp instances.
These are populated as part of the Emitter configuration parsing.
You typically do not access them directly, but instead use the
provided getters and setters on this class, such as ParticleEmitter.speedX etc.
Source: src/gameobjects/particles/ParticleEmitter.js#L386
Since: 3.60.0
particleAlpha
particleAlpha: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The alpha value of the emitted particles. This is a value
between 0 and 1. Particles with alpha zero are invisible
and are therefore not rendered, but are still processed
by the Emitter.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3499
Since: 3.60.0
particleAngle
particleAngle: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The angle at which the particles are emitted. The values are
given in degrees. This allows you to control the direction
of the emitter. If you wish instead to change the rotation
of the particles themselves, see the particleRotate property.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3552
Since: 3.60.0
particleBringToTop
particleBringToTop: boolean
Description:
Newly emitted particles are added to the top of the particle list, i.e. rendered above those already alive.
Set to false to send them to the back.
Also see the sortOrder property for more complex particle sorting.
Source: src/gameobjects/particles/ParticleEmitter.js#L621
Since: 3.0.0
particleClass
particleClass: function
Description:
The Particle Class which will be emitted by this Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L361
Since: 3.0.0
particleColor
particleColor: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
A color tint value that is applied to the texture of the emitted
particle. The value should be given in hex format, i.e. 0xff0000
for a red tint, and should not include the alpha channel.
Tints are additive, meaning a tint value of white (0xffffff) will
effectively reset the tint to nothing.
Modify the ParticleEmitter.tintFill property to change between
an additive and replacement tint mode.
When you define the color via the Emitter config you should give
it as an array of color values. The Particle will then interpolate
through these colors over the course of its lifespan. Setting this
will override any tint value that may also be given.
This is a WebGL only feature.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3398
Since: 3.60.0
particleRotate
particleRotate: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The rotation (or angle) of each particle when it is emitted.
The value is given in degrees and uses a right-handed
coordinate system, where 0 degrees points to the right, 90 degrees
points down and -90 degrees points up.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3579
Since: 3.60.0
particleScaleX
particleScaleX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The horizontal scale of emitted particles.
This is relative to the Emitters scale and that of any parent.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3346
Since: 3.60.0
particleScaleY
particleScaleY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The vertical scale of emitted particles.
This is relative to the Emitters scale and that of any parent.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3372
Since: 3.60.0
particleTint
particleTint: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
A color tint value that is applied to the texture of the emitted
particle. The value should be given in hex format, i.e. 0xff0000
for a red tint, and should not include the alpha channel.
Tints are additive, meaning a tint value of white (0xffffff) will
effectively reset the tint to nothing.
Modify the ParticleEmitter.tintFill property to change between
an additive and replacement tint mode.
The tint value will be overriden if a color array is provided.
This is a WebGL only feature.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3463
Since: 3.60.0
particleX
particleX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType, Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType
Description:
The x coordinate the particles are emitted from.
This is relative to the Emitters x coordinate and that of any parent.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3044
Since: 3.60.0
particleY
particleY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType, Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType
Description:
The y coordinate the particles are emitted from.
This is relative to the Emitters x coordinate and that of any parent.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3070
Since: 3.60.0
processors
processors: Phaser.Structs.List.<Phaser.GameObjects.Particles.ParticleProcessor>
Description:
A list of Particle Processors being managed by this Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L890
Since: 3.60.0
quantity
quantity: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The number of particles that are emitted each time an emission
occurs, i.e. from one 'explosion' or each frame in a 'flow' cycle.
The default is 1.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3606
Since: 3.60.0
radial
radial: boolean
Description:
A radial emitter will emit particles in all directions between angle min and max,
using Phaser.GameObjects.Particles.ParticleEmitter#speed as the value. If set to false then this acts as a point Emitter.
A point emitter will emit particles only in the direction derived from the speedX and speedY values.
Source: src/gameobjects/particles/ParticleEmitter.js#L423
Since: 3.0.0
randomAnim
randomAnim: boolean
Description:
Whether animations Phaser.GameObjects.Particles.ParticleEmitter#anims are selected at random.
Source: src/gameobjects/particles/ParticleEmitter.js#L773
Since: 3.60.0
randomFrame
randomFrame: boolean
Description:
Whether texture Phaser.GameObjects.Particles.ParticleEmitter#frames are selected at random.
Source: src/gameobjects/particles/ParticleEmitter.js#L742
Since: 3.0.0
skipping
skipping: boolean
Description:
An internal property used to tell when the emitter is in fast-forwarc mode.
Source: src/gameobjects/particles/ParticleEmitter.js#L836
Since: 3.60.0
sortCallback
sortCallback: Phaser.Types.GameObjects.Particles.ParticleSortCallback
Description:
The callback used to sort the particles. Only used if sortProperty
has been set. Set this via the setSortCallback method.
Source: src/gameobjects/particles/ParticleEmitter.js#L880
Since: 3.60.0
sortOrderAsc
sortOrderAsc: boolean
Description:
When sortProperty is defined this controls the sorting order,
either ascending or descending. Toggle to control the visual effect.
Source: src/gameobjects/particles/ParticleEmitter.js#L870
Since: 3.60.0
sortProperty
sortProperty: string
Description:
Optionally sort the particles before they render based on this
property. The property must exist on the Particle class, such
as y, lifeT, scaleX, etc.
When set this overrides the particleBringToTop setting.
To reset this and disable sorting, so this property to an empty string.
Source: src/gameobjects/particles/ParticleEmitter.js#L855
Since: 3.60.0
speed
speed: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The initial speed of emitted particles, in pixels per second.
If using this as a getter it will return the speedX value.
If using it as a setter it will update both speedX and speedY to the
given value.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3194
Since: 3.60.0
speedX
speedX: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The initial horizontal speed of emitted particles, in pixels per second.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3224
Since: 3.60.0
speedY
speedY: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
Description:
The initial vertical speed of emitted particles, in pixels per second.
Accessing this property should typically return a number.
However, it can be set to any valid EmitterOp onEmit type.
Source: src/gameobjects/particles/ParticleEmitter.js#L3248
Since: 3.60.0
stopAfter
stopAfter: number
Description:
If set, either via the Emitter config, or by directly setting this property,
the Particle Emitter will stop emitting particles once this total has been
reached. It will then enter a 'stopped' state, firing the STOP
event. Note that entering a stopped state doesn't mean all the particles
have finished, just that it's not emitting any further ones.
To know when the final particle expires, listen for the COMPLETE event.
Use this if you wish to launch an exact number of particles and then stop
your emitter afterwards.
The counter is reset each time the ParticleEmitter.start method is called.
0 means the emitter will not stop based on total emitted particles.
Source: src/gameobjects/particles/ParticleEmitter.js#L548
Since: 3.60.0
stopCounter
stopCounter: number
Description:
The internal stop counter.
Treat this property as read-only.
Source: src/gameobjects/particles/ParticleEmitter.js#L3784
Since: 3.60.0
timeScale
timeScale: number
Description:
The time rate applied to active particles, affecting lifespan, movement, and tweens. Values larger than 1 are faster than normal.
Source: src/gameobjects/particles/ParticleEmitter.js#L635
Since: 3.0.0
tintFill
tintFill: boolean
Description:
The tint fill mode used by the Particles in this Emitter.
false = An additive tint (the default), where vertices colors are blended with the texture.
true = A fill tint, where the vertices colors replace the texture, but respects texture alpha.
Source: src/gameobjects/particles/ParticleEmitter.js#L899
Since: 3.60.0
trackVisible
trackVisible: boolean
Description:
Whether the emitter's Phaser.GameObjects.Particles.ParticleEmitter#visible state will track
the Phaser.GameObjects.Particles.ParticleEmitter#follow target's visibility state.
Source: src/gameobjects/particles/ParticleEmitter.js#L721
Since: 3.0.0
viewBounds
viewBounds: Phaser.Geom.Rectangle
Description:
An optional Rectangle object that is used during rendering to cull Particles from
display. For example, if your particles are limited to only move within a 300x300
sized area from their origin, then you can set this Rectangle to those dimensions.
The renderer will check to see if the viewBounds Rectangle intersects with the
Camera bounds during the render step and if not it will skip rendering the Emitter
entirely.
This allows you to create many emitters in a Scene without the cost of
rendering if the contents aren't visible.
Note that the Emitter will not perform any checks to see if the Particles themselves
are outside of these bounds, or not. It will simply check the bounds against the
camera. Use the getBounds method with the advance parameter to help define
the location and placement of the view bounds.
Source: src/gameobjects/particles/ParticleEmitter.js#L674
Since: 3.60.0
worldMatrix
worldMatrix: Phaser.GameObjects.Components.TransformMatrix
Description:
An internal Transform Matrix used to cache this emitters world matrix.
Source: src/gameobjects/particles/ParticleEmitter.js#L846
Since: 3.60.0
zoneIndex
zoneIndex: number
Description:
The internal zone index.
Treat this property as read-only.
Source: src/gameobjects/particles/ParticleEmitter.js#L3830
Since: 3.60.0
zoneTotal
zoneTotal: number
Description:
The internal zone total.
Treat this property as read-only.
Source: src/gameobjects/particles/ParticleEmitter.js#L3853
Since: 3.60.0
Inherited Methods
From Phaser.Events.EventEmitter:
- addListener
- emit
- eventNames
- listenerCount
- listeners
- off
- on
- once
- removeAllListeners
- removeListener
- shutdown
From Phaser.GameObjects.Components.AlphaSingle:
From Phaser.GameObjects.Components.BlendMode:
From Phaser.GameObjects.Components.Depth:
From Phaser.GameObjects.Components.Mask:
From Phaser.GameObjects.Components.Pipeline:
From Phaser.GameObjects.Components.PostPipeline:
- clearFX
- getPostPipeline
- initPostPipeline
- removePostPipeline
- resetPostPipeline
- setPostPipeline
- setPostPipelineData
From Phaser.GameObjects.Components.ScrollFactor:
From Phaser.GameObjects.Components.Texture:
From Phaser.GameObjects.Components.Transform:
- copyPosition
- getLocalPoint
- getLocalTransformMatrix
- getParentRotation
- getWorldPoint
- getWorldTransformMatrix
- setAngle
- setPosition
- setRandomPosition
- setRotation
- setScale
- setW
- setX
- setY
- setZ
From Phaser.GameObjects.Components.Visible:
From Phaser.GameObjects.GameObject:
- addedToScene
- addToDisplayList
- addToUpdateList
- destroy
- disableInteractive
- getData
- getDisplayList
- getIndexList
- incData
- removedFromScene
- removeFromDisplayList
- removeFromUpdateList
- removeInteractive
- setActive
- setData
- setDataEnabled
- setInteractive
- setName
- setState
- toggleData
- update
- willRender
Public Methods
addDeathZone
<instance> addDeathZone(config)
Description:
Adds a new Particle Death Zone to this Emitter.
A particle is immediately killed as soon as its x/y coordinates intersect
with any of the configured Death Zones.
The source can be a Geometry Shape, such as a Circle, Rectangle or Triangle.
Any valid object from the Phaser.Geometry namespace is allowed, as long as
it supports a contains function. You can set the type to be either onEnter
or onLeave.
A single Death Zone instance can only exist once within this Emitter, but can belong
to multiple Emitters.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| config | Phaser.Types.GameObjects.Particles.DeathZoneObject | Array.<Phaser.Types.GameObjects.Particles.DeathZoneObject> | No | A Death Zone configuration object, a Death Zone instance, a valid Geometry object or an array of them. |
Returns: Array.<Phaser.GameObjects.Particles.Zones.DeathZone> - An array of the Death Zones that were added to this Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1705
Since: 3.60.0
addEmitZone
<instance> addEmitZone(zone)
Description:
Adds a new Particle Emission Zone to this Emitter.
An EdgeZone places particles on its edges.
Its source can be a Curve, Path, Circle, Ellipse, Line, Polygon, Rectangle, or Triangle;
or any object with a suitable getPoints method.
A RandomZone places the particles randomly within its interior.
Its source can be a Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable getRandomPoint method.
An Emission Zone can only exist once within this Emitter.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| zone | Phaser.Types.GameObjects.Particles.EmitZoneData | Array.<Phaser.Types.GameObjects.Particles.EmitZoneData> | No | An Emission Zone configuration object, a RandomZone or EdgeZone instance, or an array of them. |
Returns: Array.<Phaser.Types.GameObjects.Particles.EmitZoneObject> - An array of the Emission Zones that were added to this Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1803
Since: 3.60.0
addParticleBounds
<instance> addParticleBounds(x, [y], [width], [height], [collideLeft], [collideRight], [collideTop], [collideBottom])
Description:
Creates a Particle Bounds processor and adds it to this Emitter.
This processor will check to see if any of the active Particles hit
the defined boundary, as specified by a Rectangle shape in world-space.
If so, they are 'rebounded' back again by having their velocity adjusted.
The strength of the rebound is controlled by the Particle.bounce
property.
You should be careful to ensure that you emit particles within a bounds,
if set, otherwise it will lead to unpredictable visual results as the
particles are hastily repositioned.
The Particle Bounds processor is returned from this method. If you wish
to modify the area you can directly change its bounds property, along
with the collideLeft etc values.
To disable the bounds you can either set its active property to false,
or if you no longer require it, call ParticleEmitter.removeParticleProcessor.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| x | number | Phaser.Types.GameObjects.Particles.ParticleEmitterBounds | Phaser.Types.GameObjects.Particles.ParticleEmitterBoundsAlt | No | |
| y | number | Yes | The y-coordinate of the top edge of the boundary. | |
| width | number | Yes | The width of the boundary. | |
| height | number | Yes | The height of the boundary. | |
| collideLeft | boolean | Yes | true | Whether particles interact with the left edge of the bounds. |
| collideRight | boolean | Yes | true | Whether particles interact with the right edge of the bounds. |
| collideTop | boolean | Yes | true | Whether particles interact with the top edge of the bounds. |
| collideBottom | boolean | Yes | true | Whether particles interact with the bottom edge of the bounds. |
Returns: Phaser.GameObjects.Particles.ParticleBounds - The Particle Bounds processor.
Source: src/gameobjects/particles/ParticleEmitter.js#L1459
Since: 3.60.0
addParticleProcessor
<instance> addParticleProcessor(processor)
Description:
Adds a Particle Processor, such as a Gravity Well, to this Emitter.
It will start processing particles from the next update as long as its active
property is set.
Tags:
- generic
Parameters:
| name | type | optional | description |
|---|---|---|---|
| processor | T | No | The Particle Processor to add to this Emitter Manager. |
Returns: T - The Particle Processor that was added to this Emitter Manager.
Source: src/gameobjects/particles/ParticleEmitter.js#L2034
Since: 3.60.0
atLimit
<instance> atLimit()
Description:
Whether this emitter is at either its hard-cap limit (maxParticles), if set, or
the max allowed number of 'alive' particles (maxAliveParticles).
Returns: boolean - Returns true if this Emitter is at its limit, or false if no limit, or below the maxParticles level.
Source: src/gameobjects/particles/ParticleEmitter.js#L2195
Since: 3.0.0
clearDeathZones
<instance> clearDeathZones()
Description:
Clear all Death Zones from this Particle Emitter.
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1788
Since: 3.70.0
clearEmitZones
<instance> clearEmitZones()
Description:
Clear all Emission Zones from this Particle Emitter.
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1898
Since: 3.70.0
createEmitter
<instance> createEmitter()
Description:
Prints a warning to the console if you mistakenly call this function
thinking it works the same way as Phaser v3.55.
Source: src/gameobjects/particles/ParticleEmitter.js#L3032
Since: 3.60.0
createGravityWell
<instance> createGravityWell(config)
Description:
Creates a new Gravity Well, adds it to this Emitter and returns a reference to it.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| config | Phaser.Types.GameObjects.Particles.GravityWellConfig | No | Configuration settings for the Gravity Well to create. |
Returns: Phaser.GameObjects.Particles.GravityWell - The Gravity Well that was created.
Source: src/gameobjects/particles/ParticleEmitter.js#L2106
Since: 3.60.0
depthSort
<instance> depthSort()
Description:
Sorts active particles with Phaser.GameObjects.Particles.ParticleEmitter#depthSortCallback.
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2532
Since: 3.0.0
depthSortCallback
<instance> depthSortCallback(a, b)
Description:
Calculates the difference of two particles, for sorting them by depth.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| a | object | No | The first particle. |
| b | object | No | The second particle. |
Returns: number - The difference of a and b's y coordinates.
Source: src/gameobjects/particles/ParticleEmitter.js#L2547
Since: 3.0.0
emitParticle
<instance> emitParticle([count], [x], [y])
Description:
Emits particles at a given position (or the emitters current position).
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| count | number | Yes | "this.quantity" | The number of Particles to emit. |
| x | number | Yes | "this.x" | The x coordinate to emit the Particles from. |
| y | number | Yes | "this.x" | The y coordinate to emit the Particles from. |
Returns: Phaser.GameObjects.Particles.Particle, undefined - The most recently emitted Particle, or undefined if the emitter is at its limit.
Source: src/gameobjects/particles/ParticleEmitter.js#L2648
Since: 3.0.0
emitParticleAt
<instance> emitParticleAt([x], [y], [count])
Description:
Emits particles at the given position. If no position is given, it will
emit from this Emitters current location.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| x | number | Yes | "this.x" | The x coordinate to emit the Particles from. |
| y | number | Yes | "this.x" | The y coordinate to emit the Particles from. |
| count | number | Yes | "this.quantity" | The number of Particles to emit. |
Returns: Phaser.GameObjects.Particles.Particle, undefined - The most recently emitted Particle, or undefined if the emitter is at its limit.
Source: src/gameobjects/particles/ParticleEmitter.js#L2630
Since: 3.0.0
explode
<instance> explode([count], [x], [y])
Description:
Puts the emitter in explode mode (frequency = -1), stopping any current particle flow, and emits several particles all at once.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| count | number | Yes | "this.quantity" | The number of Particles to emit. |
| x | number | Yes | "this.x" | The x coordinate to emit the Particles from. |
| y | number | Yes | "this.x" | The y coordinate to emit the Particles from. |
Returns: Phaser.GameObjects.Particles.Particle, undefined - The most recently emitted Particle, or undefined if the emitter is at its limit.
Fires: Phaser.GameObjects.Particles.Events#event:EXPLODE
Source: src/gameobjects/particles/ParticleEmitter.js#L2604
Since: 3.0.0
fastForward
<instance> fastForward(time, [delta])
Description:
Fast forwards this Particle Emitter and all of its particles.
Works by running the Emitter preUpdate handler in a loop until the time
has been reached at delta steps per loop.
All callbacks and emitter related events that would normally be fired
will still be invoked.
You can make an emitter 'fast forward' via the emitter config using the
advance property. Set this value to the number of ms you wish the
emitter to be fast-forwarded by. Or, call this method post-creation.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| time | number | No | The number of ms to advance the Particle Emitter by. |
| delta | number | Yes | The amount of delta to use for each step. Defaults to 1000 / 60. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2729
Since: 3.60.0
flow
<instance> flow(frequency, [count], [stopAfter])
Description:
Puts the emitter in flow mode (frequency >= 0) and starts (or restarts) a particle flow.
To resume a flow at the current frequency and quantity, use Phaser.GameObjects.Particles.ParticleEmitter#start instead.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| frequency | number | No | The time interval (>= 0) of each flow cycle, in ms. | |
| count | Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Yes | 1 | The number of particles to emit at each flow cycle. |
| stopAfter | number | Yes | Stop this emitter from firing any more particles once this value is reached. Set to zero for unlimited. Setting this parameter will override any stopAfter value already set in the Emitter configuration object. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Fires: Phaser.GameObjects.Particles.Events#event:START
Source: src/gameobjects/particles/ParticleEmitter.js#L2572
Since: 3.0.0
forEachAlive
<instance> forEachAlive(callback, context)
Description:
Calls a function for each active particle in this emitter. The function is
sent two parameters: a reference to the Particle instance and to this Emitter.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| callback | Phaser.Types.GameObjects.Particles.ParticleEmitterCallback | No | The function. |
| context | * | No | The functions calling context. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2301
Since: 3.0.0
forEachDead
<instance> forEachDead(callback, context)
Description:
Calls a function for each inactive particle in this emitter.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| callback | Phaser.Types.GameObjects.Particles.ParticleEmitterCallback | No | The function. |
| context | * | No | The functions calling context. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2327
Since: 3.0.0
getAliveParticleCount
<instance> getAliveParticleCount()
Description:
Gets the number of active (in-use) particles in this emitter.
Returns: number - The number of particles with active=true.
Source: src/gameobjects/particles/ParticleEmitter.js#L2156
Since: 3.0.0
getAnim
<instance> getAnim()
Description:
Chooses an animation from Phaser.GameObjects.Particles.ParticleEmitter#anims, if populated.
Returns: string - The animation to play, or null if there aren't any.
Source: src/gameobjects/particles/ParticleEmitter.js#L1332
Since: 3.60.0
getBounds
<instance> getBounds([padding], [advance], [delta], [output])
Description:
Returns a bounds Rectangle calculated from the bounds of all currently
active Particles in this Emitter. If this Emitter has only just been
created and not yet rendered, then calling this method will return a Rectangle
with a max safe integer for dimensions. Use the advance parameter to
avoid this.
Typically it takes a few seconds for a flow Emitter to 'warm up'. You can
use the advance and delta parameters to force the Emitter to
'fast forward' in time to try and allow the bounds to be more accurate,
as it will calculate the bounds based on the particle bounds across all
timesteps, giving a better result.
You can also use the padding parameter to increase the size of the
bounds. Emitters with a lot of randomness in terms of direction or lifespan
can often return a bounds smaller than their possible maximum. By using
the padding (and advance if needed) you can help limit this.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| padding | number | Yes | The amount of padding, in pixels, to add to the bounds Rectangle. |
| advance | number | Yes | The number of ms to advance the Particle Emitter by. Defaults to 0, i.e. not used. |
| delta | number | Yes | The amount of delta to use for each step. Defaults to 1000 / 60. |
| output | Phaser.Geom.Rectangle | Yes | The Rectangle to store the results in. If not given a new one will be created. |
Returns: Phaser.Geom.Rectangle - A Rectangle containing the calculated bounds of this Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2930
Since: 3.60.0
getDeadParticleCount
<instance> getDeadParticleCount()
Description:
Gets the number of inactive (available) particles in this emitter.
Returns: number - The number of particles with active=false.
Source: src/gameobjects/particles/ParticleEmitter.js#L2169
Since: 3.0.0
getDeathZone
<instance> getDeathZone(particle)
Description:
Takes the given particle and checks to see if any of the configured Death Zones
will kill it and returns the result. This method is called automatically as part
of the Particle.update process.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| particle | Phaser.GameObjects.Particles.Particle | No | The particle to test against the Death Zones. |
Returns: boolean - true if the particle should be killed, otherwise false.
Fires: Phaser.GameObjects.Particles.Events#event:DEATH_ZONE
Source: src/gameobjects/particles/ParticleEmitter.js#L1962
Since: 3.60.0
getEmitZone
<instance> getEmitZone(particle)
Description:
Takes the given particle and sets its x/y coordinates to match the next available
emission zone, if any have been configured. This method is called automatically
as part of the Particle.fire process.
The Emit Zones are iterated in sequence. Once a zone has had a particle emitted
from it, then the next zone is used and so on, in a loop.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| particle | Phaser.GameObjects.Particles.Particle | No | The particle to set the emission zone for. |
Source: src/gameobjects/particles/ParticleEmitter.js#L1915
Since: 3.60.0
getFrame
<instance> getFrame()
Description:
Chooses a texture frame from Phaser.GameObjects.Particles.ParticleEmitter#frames.
Returns: Phaser.Textures.Frame - The texture frame.
Source: src/gameobjects/particles/ParticleEmitter.js#L1221
Since: 3.0.0
getParticleCount
<instance> getParticleCount()
Description:
Gets the total number of particles in this emitter.
Returns: number - The number of particles, including both alive and dead.
Source: src/gameobjects/particles/ParticleEmitter.js#L2182
Since: 3.0.0
getProcessors
<instance> getProcessors()
Description:
Gets all active Particle Processors.
Returns: Array.<Phaser.GameObjects.Particles.ParticleProcessor> - - An array of active Particle Processors.
Source: src/gameobjects/particles/ParticleEmitter.js#L2093
Since: 3.60.0
killAll
<instance> killAll()
Description:
Deactivates every particle in this emitter immediately.
This particles are killed but do not emit an event or callback.
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2278
Since: 3.0.0
onParticleDeath
<instance> onParticleDeath(callback, [context])
Description:
Sets a function to call for each particle death.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| callback | Phaser.Types.GameObjects.Particles.ParticleDeathCallback | No | The function. |
| context | * | Yes | The function's calling context. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2246
Since: 3.0.0
onParticleEmit
<instance> onParticleEmit(callback, [context])
Description:
Sets a function to call for each newly emitted particle.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| callback | Phaser.Types.GameObjects.Particles.ParticleEmitterCallback | No | The function. |
| context | * | Yes | The calling context. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2214
Since: 3.0.0
overlap
<instance> overlap(target)
Description:
Takes either a Rectangle Geometry object or an Arcade Physics Body and tests
to see if it intersects with any currently alive Particle in this Emitter.
Overlapping particles are returned in an array, where you can perform further
processing on them. If nothing overlaps then the array will be empty.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| target | Phaser.Geom.Rectangle | Phaser.Physics.Arcade.Body | No | A Rectangle or Arcade Physics Body to check for intersection against all alive particles. |
Returns: Array.<Phaser.GameObjects.Particles.Particle> - An array of Particles that overlap with the given target.
Source: src/gameobjects/particles/ParticleEmitter.js#L2894
Since: 3.60.0
pause
<instance> pause()
Description:
Deactivates the emitter.
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2431
Since: 3.0.0
preDestroy
<instance> preDestroy()
Description:
Destroys this Particle Emitter and all Particles it owns.
Source: src/gameobjects/particles/ParticleEmitter.js#L3922
Since: 3.60.0
preUpdate
<instance> preUpdate(time, delta)
Description:
Updates this emitter and its particles.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| time | number | No | The current timestamp as generated by the Request Animation Frame or SetTimeout. |
| delta | number | No | The delta time, in ms, elapsed since the last frame. |
Fires: Phaser.GameObjects.Particles.Events#event:COMPLETE
Source: src/gameobjects/particles/ParticleEmitter.js#L2770
Since: 3.0.0
removeDeathZone
<instance> removeDeathZone(zone)
Description:
Removes the given Particle Death Zone from this Emitter.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| zone | Phaser.GameObjects.Particles.Zones.DeathZone | No | The Death Zone that should be removed from this Emitter. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1771
Since: 3.60.0
removeEmitZone
<instance> removeEmitZone(zone)
Description:
Removes the given Particle Emission Zone from this Emitter.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| zone | Phaser.GameObjects.Particles.Zones.EdgeZone | Phaser.GameObjects.Particles.Zones.RandomZone | No | The Emission Zone that should be removed from this Emitter. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1879
Since: 3.60.0
removeParticleProcessor
<instance> removeParticleProcessor(processor)
Description:
Removes a Particle Processor from this Emitter.
The Processor must belong to this Emitter to be removed.
It is not destroyed when removed, allowing you to move it to another Emitter Manager,
so if you no longer require it you should call its destroy method directly.
Tags:
- generic
Parameters:
| name | type | optional | description |
|---|---|---|---|
| processor | T | No | The Particle Processor to remove from this Emitter Manager. |
Returns: T - The Particle Processor that was removed, or null if it could not be found.
Source: src/gameobjects/particles/ParticleEmitter.js#L2065
Since: 3.60.0
reserve
<instance> reserve(count)
Description:
Creates inactive particles and adds them to this emitter's pool.
If ParticleEmitter.maxParticles is set it will limit the
value passed to this method to make sure it's not exceeded.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| count | number | No | The number of particles to create. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2121
Since: 3.0.0
resetCounters
<instance> resetCounters(frequency, on)
Description:
Resets the internal counter trackers.
You shouldn't ever need to call this directly.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| frequency | number | No | The frequency counter. |
| on | boolean | No | Set the complete flag. |
Source: src/gameobjects/particles/ParticleEmitter.js#L1153
Since: 3.60.0
resume
<instance> resume()
Description:
Activates the emitter.
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2446
Since: 3.0.0
setAnim
<instance> setAnim(anims, [pickRandom], [quantity])
Description:
Sets a pattern for assigning animations to emitted particles. The anims configuration can be any of:
anim: 'red'
anim: [ 'red', 'green', 'blue', 'pink', 'white' ]
anim: { anims: [ 'red', 'green', 'blue', 'pink', 'white' ], [cycle: bool], [quantity: int] }
Call this method at least once before any particles are created, or set anim in the Particle Emitter's configuration when creating the Emitter.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| anims | string | Array.<string> | Phaser.Types.GameObjects.Particles.ParticleEmitterAnimConfig | No | |
| pickRandom | boolean | Yes | true | Whether animations should be assigned at random from anims. If a config object is given, this parameter is ignored. |
| quantity | number | Yes | 1 | The number of consecutive particles that will receive each animation. If a config object is given, this parameter is ignored. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1373
Since: 3.60.0
setConfig
<instance> setConfig(config)
Description:
Takes an Emitter Configuration file and resets this Emitter, using any
properties defined in the config to then set it up again.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| config | Phaser.Types.GameObjects.Particles.ParticleEmitterConfig | No | Settings for this emitter. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L936
Since: 3.60.0
setEmitterAngle
<instance> setEmitterAngle(value)
Description:
Sets the angle of a Phaser.GameObjects.Particles.ParticleEmitter#radial particle stream.
The value is given in degrees using Phaser's right-handed coordinate system.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | No | The angle of the initial velocity of emitted particles, in degrees. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1626
Since: 3.0.0
setEmitterFrame
<instance> setEmitterFrame(frames, [pickRandom], [quantity])
Description:
Sets a pattern for assigning texture frames to emitted particles. The frames configuration can be any of:
frame: 0
frame: 'red'
frame: [ 0, 1, 2, 3 ]
frame: [ 'red', 'green', 'blue', 'pink', 'white' ]
frame: { frames: [ 'red', 'green', 'blue', 'pink', 'white' ], [cycle: bool], [quantity: int] }
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| frames | array | string | number | Phaser.Types.GameObjects.Particles.ParticleEmitterFrameConfig | No |
| pickRandom | boolean | Yes | true | Whether frames should be assigned at random from frames. |
| quantity | number | Yes | 1 | The number of consecutive particles that will receive each frame. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1265
Since: 3.0.0
setEmitZone
<instance> setEmitZone(zone)
Description:
Changes the currently active Emission Zone. The zones should have already
been added to this Emitter either via the emitter config, or the
addEmitZone method.
Call this method by passing either a numeric zone index value, or
the zone instance itself.
Prior to v3.60 an Emitter could only have a single Emit Zone and this
method was how you set it. From 3.60 and up it now performs a different
function and swaps between all available active zones.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| zone | number | Phaser.GameObjects.Particles.Zones.EdgeZone | Phaser.GameObjects.Particles.Zones.RandomZone | No |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1994
Since: 3.0.0
setFrequency
<instance> setFrequency(frequency, [quantity])
Description:
Sets the emitter's Phaser.GameObjects.Particles.ParticleEmitter#frequency
and Phaser.GameObjects.Particles.ParticleEmitter#quantity.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| frequency | number | No | The time interval (>= 0) of each flow cycle, in ms; or -1 to put the emitter in explosion mode. |
| quantity | Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Yes | The number of particles to release at each flow cycle or explosion. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1679
Since: 3.0.0
setParticleAlpha
<instance> setParticleAlpha(value)
Description:
Sets the opacity (alpha) of emitted particles.
You can also set the alpha of the entire emitter via setAlpha.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType | No | A value between 0 (transparent) and 1 (opaque). |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1587
Since: 3.60.0
setParticleGravity
<instance> setParticleGravity(x, y)
Description:
Sets the gravity applied to emitted particles.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| x | number | No | Horizontal acceleration due to gravity, in pixels per second squared. Set to zero for no gravity. |
| y | number | No | Vertical acceleration due to gravity, in pixels per second squared. Set to zero for no gravity. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1568
Since: 3.60.0
setParticleLifespan
<instance> setParticleLifespan(value)
Description:
Sets the lifespan of newly emitted particles in milliseconds.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | No | The lifespan of a particle, in ms. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1645
Since: 3.60.0
setParticleScale
<instance> setParticleScale([x], [y])
Description:
Sets the vertical and horizontal scale of the emitted particles.
You can also set the scale of the entire emitter via setScale.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| x | number | Yes | 1 | The horizontal scale of the emitted Particles. |
| y | number | Yes | "x" | The vertical scale of emitted Particles. If not set it will use the x value. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1544
Since: 3.60.0
setParticleSpeed
<instance> setParticleSpeed(x, [y])
Description:
Sets the initial radial speed of emitted particles.
Changes the emitter to radial mode.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| x | number | No | The horizontal speed of the emitted Particles. | |
| y | number | Yes | "x" | The vertical speed of emitted Particles. If not set it will use the x value. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1510
Since: 3.60.0
setParticleTint
<instance> setParticleTint(value)
Description:
Sets the color tint of emitted particles.
This is a WebGL only feature.
Tags:
- webglOnly
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType | No | A value between 0 and 0xffffff. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1606
Since: 3.60.0
setQuantity
<instance> setQuantity(quantity)
Description:
Sets the number of particles released at each flow cycle or explosion.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| quantity | Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | No | The number of particles to release at each flow cycle or explosion. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1662
Since: 3.0.0
setRadial
<instance> setRadial([value])
Description:
Turns Phaser.GameObjects.Particles.ParticleEmitter#radial particle movement on or off.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| value | boolean | Yes | true | Radial mode (true) or point mode (true). |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1440
Since: 3.0.0
setSortCallback
<instance> setSortCallback([callback])
Description:
Sets a callback to be used to sort the particles before rendering each frame.
This allows you to define your own logic and behavior in the callback.
The callback will be sent two parameters: the two Particles being compared,
and must adhere to the criteria of the compareFn in Array.sort:
Call this method with no parameters to reset the sort callback.
Setting your own callback will override both the particleBringToTop and
sortProperty settings of this Emitter.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| callback | Phaser.Types.GameObjects.Particles.ParticleSortCallback | Yes | The callback to invoke when the particles are sorted. Leave undefined to reset to the default. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2494
Since: 3.60.0
setSortProperty
<instance> setSortProperty([property], [ascending])
Description:
Set the property by which active particles are sorted prior to be rendered.
It allows you to control the rendering order of the particles.
This can be any valid property of the Particle class, such as y, alpha
or lifeT.
The 'alive' particles array is sorted in place each game frame. Setting a
sort property will override the particleBringToTop setting.
If you wish to use your own sorting function, see setSortCallback instead.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| property | string | Yes | The property on the Particle class to sort by. | |
| ascending | boolean | Yes | true | Should the particles be sorted in ascending or descending order? |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L2461
Since: 3.60.0
start
<instance> start([advance], [duration])
Description:
Turns Phaser.GameObjects.Particles.ParticleEmitter#on the emitter and resets the flow counter.
If this emitter is in flow mode (frequency >= 0; the default), the particle flow will start (or restart).
If this emitter is in explode mode (frequency = -1), nothing will happen.
Use Phaser.GameObjects.Particles.ParticleEmitter#explode or Phaser.GameObjects.Particles.ParticleEmitter#flow instead.
Calling this method will emit the START event.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| advance | number | Yes | 0 | Advance this number of ms in time through the emitter. |
| duration | number | Yes | 0 | Limit this emitter to only emit particles for the given number of ms. Setting this parameter will override any duration already set in the Emitter configuration object. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Fires: Phaser.GameObjects.Particles.Events#event:START
Source: src/gameobjects/particles/ParticleEmitter.js#L2351
Since: 3.0.0
startFollow
<instance> startFollow(target, [offsetX], [offsetY], [trackVisible])
Description:
Continuously moves the particle origin to follow a Game Object's position.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| target | Phaser.Types.Math.Vector2Like | No | The Object to follow. | |
| offsetX | number | Yes | 0 | Horizontal offset of the particle origin from the Game Object. |
| offsetY | number | Yes | 0 | Vertical offset of the particle origin from the Game Object. |
| trackVisible | boolean | Yes | false | Whether the emitter's visible state will track the target's visible state. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1178
Since: 3.0.0
stop
<instance> stop([kill])
Description:
Turns off the emitter and
stops it from emitting further particles. Currently alive particles will remain
active until they naturally expire unless you set the kill parameter to true.
Calling this method will emit the STOP event. When the final particle has
expired the COMPLETE event will be emitted.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| kill | boolean | Yes | false | Kill all particles immediately (true), or leave them to die after their lifespan expires? (false, the default) |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Fires: Phaser.GameObjects.Particles.Events#event:STOP
Source: src/gameobjects/particles/ParticleEmitter.js#L2396
Since: 3.11.0
stopFollow
<instance> stopFollow()
Description:
Stops following a Game Object.
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1204
Since: 3.0.0
toJSON
<instance> toJSON()
Description:
Creates a description of this emitter suitable for JSON serialization.
Overrides: Phaser.GameObjects.GameObject#toJSON
Returns: Phaser.Types.GameObjects.JSONGameObject - A JSON representation of the Game Object.
Source: src/gameobjects/particles/ParticleEmitter.js#L1102
Since: 3.0.0
updateConfig
<instance> updateConfig(config)
Description:
Takes an existing Emitter Configuration file and updates this Emitter.
Existing properties are overriden while new properties are added. The
updated configuration is then passed to the setConfig method to reset
the Emitter with the updated configuration.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| config | Phaser.Types.GameObjects.Particles.ParticleEmitterConfig | No | Settings for this emitter. |
Returns: Phaser.GameObjects.Particles.ParticleEmitter - This Particle Emitter.
Source: src/gameobjects/particles/ParticleEmitter.js#L1072
Since: 3.85.0