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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Class: Emitter</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"> <a 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class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span8"> <div id="main"> <h1 class="page-title">Class: Emitter</h1> <section> <header> <h2> <span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Particles.html">.Particles</a><a href="Phaser.Particles.Arcade.html">.Arcade</a>.</span> Emitter </h2> <div class="class-description"><p>Phaser.Particles.Arcade.Emitter</p></div> </header> <article> <div class="container-overview"> <dt> <h4 class="name" id="Emitter"><span class="type-signature"></span>new Emitter<span class="signature">(game, <span class="optional">x</span>, <span class="optional">y</span>, <span class="optional">maxParticles</span>)</span><span class="type-signature"></span></h4> </dt> <dd> <div class="description"> <p>Emitter is a lightweight particle emitter that uses Arcade Physics. It can be used for one-time explosions or for continuous effects like rain and fire. All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly.</p> </div> <h5>Parameters:</h5> <table class="params table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th>Argument</th> <th>Default</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>game</code></td> <td class="type"> <span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span> </td> <td class="attributes"> </td> <td class="default"> </td> <td class="description last"><p>Current game instance.</p></td> </tr> <tr> <td class="name"><code>x</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>The x coordinate within the Emitter that the particles are emitted from.</p></td> </tr> <tr> <td class="name"><code>y</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> 0 </td> <td class="description last"><p>The y coordinate within the Emitter that the particles are emitted from.</p></td> </tr> <tr> <td class="name"><code>maxParticles</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="attributes"> &lt;optional><br> </td> <td class="default"> 50 </td> <td class="description last"><p>The total number of particles in this emitter.</p></td> </tr> </tbody> </table> <dl class="details"> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Emitter.js.html">particles/arcade/Emitter.js</a>, <a href="Emitter.js.html#sunlight-1-line-20">line 20</a> </li></ul></dd> </dl> </dd> </div> <h3 class="subsection-title">Extends</h3> <ul> <li><a href="Phaser.Group.html">Phaser.Group</a></li> </ul> <h3 class="subsection-title">Members</h3> <dl> <dt> <h4 class="name" id="alive"><span class="type-signature"></span>alive<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>alive</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="description last"><p>The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive.</p></td> </tr> </tbody> </table> </dl> <dt class="inherited-from">Inherited From:</dt> <dd class="inherited-from"><ul class="dummy"><li> <a href="Phaser.Group.html#alive">Phaser.Group#alive</a> </li></dd> <dt class="tag-default">Default Value:</dt> <dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-70">line 70</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="alpha"><span class="type-signature"></span>alpha<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>alpha</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>The alpha value of the Group container.</p></td> </tr> </tbody> </table> </dl> <dt class="inherited-from">Inherited From:</dt> <dd class="inherited-from"><ul class="dummy"><li> <a href="Phaser.Group.html#alpha">Phaser.Group#alpha</a> </li></dd> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1866">line 1866</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="alphaData"><span class="type-signature"></span>alphaData<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>alphaData</code></td> <td class="type"> <span class="param-type">array</span> </td> <td class="description last"><p>An array of the calculated alpha easing data applied to particles with alphaRates &gt; 0.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Emitter.js.html">particles/arcade/Emitter.js</a>, <a href="Emitter.js.html#sunlight-1-line-103">line 103</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="angle"><span class="type-signature"></span>angle<span class="type-signature"></span></h4> </dt> <dd> <div class="description"> <p>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.</p> </div> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>angle</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>The angle of rotation given in degrees, where 0 degrees = to the right.</p></td> </tr> </tbody> </table> </dl> <dt class="inherited-from">Inherited From:</dt> <dd class="inherited-from"><ul class="dummy"><li> <a href="Phaser.Group.html#angle">Phaser.Group#angle</a> </li></dd> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-1807">line 1807</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="angularDrag"><span class="type-signature"></span>angularDrag<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>angularDrag</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>The angular drag component of particles launched from the emitter if they are rotating.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-default">Default Value:</dt> <dd class="tag-default"><ul class="dummy"><li>0</li></ul></dd> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Emitter.js.html">particles/arcade/Emitter.js</a>, <a href="Emitter.js.html#sunlight-1-line-126">line 126</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="area"><span class="type-signature"></span>area<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>area</code></td> <td class="type"> <span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span> </td> <td class="description last"><p>The area of the emitter. Particles can be randomly generated from anywhere within this rectangle.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Emitter.js.html">particles/arcade/Emitter.js</a>, <a href="Emitter.js.html#sunlight-1-line-45">line 45</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="autoAlpha"><span class="type-signature"></span>autoAlpha<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>autoAlpha</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="description last"><p>When a new Particle is emitted this controls if it will automatically change alpha. Use Emitter.setAlpha to configure.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Emitter.js.html">particles/arcade/Emitter.js</a>, <a href="Emitter.js.html#sunlight-1-line-187">line 187</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="autoScale"><span class="type-signature"></span>autoScale<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>autoScale</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="description last"><p>When a new Particle is emitted this controls if it will automatically scale in size. Use Emitter.setScale to configure.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Emitter.js.html">particles/arcade/Emitter.js</a>, <a href="Emitter.js.html#sunlight-1-line-182">line 182</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="blendMode"><span class="type-signature"></span>blendMode<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>blendMode</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>The blendMode as set on the particle when emitted from the Emitter. Defaults to NORMAL. Needs browser capable of supporting canvas blend-modes (most not available in WebGL)</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Emitter.js.html">particles/arcade/Emitter.js</a>, <a href="Emitter.js.html#sunlight-1-line-161">line 161</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="bottom"><span class="type-signature">&lt;readonly> </span>bottom<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>bottom</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"><p>Gets the bottom position of the Emitter.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Emitter.js.html">particles/arcade/Emitter.js</a>, <a href="Emitter.js.html#sunlight-1-line-823">line 823</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="bounce"><span class="type-signature"></span>bounce<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>bounce</code></td> <td class="type"> <span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span> </td> <td class="description last"><p>How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.</p></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Emitter.js.html">particles/arcade/Emitter.js</a>, <a href="Emitter.js.html#sunlight-1-line-143">line 143</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="cameraOffset"><span class="type-signature"></span>cameraOffset<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>cameraOffset</code></td> <td class="type"> <span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span> </td> <td class="description last"><p>If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.</p></td> </tr> </tbody> </table> </dl> <dt class="inherited-from">Inherited From:</dt> <dd class="inherited-from"><ul class="dummy"><li> <a href="Phaser.Group.html#cameraOffset">Phaser.Group#cameraOffset</a> </li></dd> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-115">line 115</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="classType"><span class="type-signature"></span>classType<span class="type-signature"></span></h4> </dt> <dd> <div class="description"> <p>The type of objects that will be created when you use Group.create or Group.createMultiple. Defaults to Phaser.Sprite. When a new object is created it is passed the following parameters to its constructor: game, x, y, key, frame.</p> </div> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>classType</code></td> <td class="type"> <span class="param-type">object</span> </td> <td class="description last"></td> </tr> </tbody> </table> </dl> <dt class="inherited-from">Inherited From:</dt> <dd class="inherited-from"><ul class="dummy"><li> <a href="Phaser.Group.html#classType">Phaser.Group#classType</a> </li></dd> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-90">line 90</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="cursor"><span class="type-signature"></span>cursor<span class="type-signature"></span></h4> </dt> <dd> <div class="description"> <p>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.</p> </div> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>cursor</code></td> <td class="type"> <span class="param-type">any</span> </td> <td class="description last"><p>The current display object that the Group cursor is pointing to.</p></td> </tr> </tbody> </table> </dl> <dt class="inherited-from">Inherited From:</dt> <dd class="inherited-from"><ul class="dummy"><li> <a href="Phaser.Group.html#cursor">Phaser.Group#cursor</a> </li></dd> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-110">line 110</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="emitX"><span class="type-signature"></span>emitX<span class="type-signature"></span></h4> </dt> <dd> <div class="description"> <p>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.</p> </div> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>emitX</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Emitter.js.html">particles/arcade/Emitter.js</a>, <a href="Emitter.js.html#sunlight-1-line-169">line 169</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="emitY"><span class="type-signature"></span>emitY<span class="type-signature"></span></h4> </dt> <dd> <div class="description"> <p>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.</p> </div> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>emitY</code></td> <td class="type"> <span class="param-type">number</span> </td> <td class="description last"></td> </tr> </tbody> </table> </dl> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Emitter.js.html">particles/arcade/Emitter.js</a>, <a href="Emitter.js.html#sunlight-1-line-177">line 177</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="enableBody"><span class="type-signature"></span>enableBody<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>enableBody</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="description last"><p>If true all Sprites created by, or added to this Group, will have a physics body enabled on them. Change the body type with <code>Group.physicsBodyType</code>.</p></td> </tr> </tbody> </table> </dl> <dt class="inherited-from">Inherited From:</dt> <dd class="inherited-from"><ul class="dummy"><li> <a href="Phaser.Group.html#enableBody">Phaser.Group#enableBody</a> </li></dd> <dt class="tag-default">Default Value:</dt> <dd class="tag-default"><ul class="dummy"><li>enableBody</li></ul></dd> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-121">line 121</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="enableBodyDebug"><span class="type-signature"></span>enableBodyDebug<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>enableBodyDebug</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="description last"><p>If true when a physics body is created (via Group.enableBody) it will create a physics debug object as well. Only works for P2 bodies.</p></td> </tr> </tbody> </table> </dl> <dt class="inherited-from">Inherited From:</dt> <dd class="inherited-from"><ul class="dummy"><li> <a href="Phaser.Group.html#enableBodyDebug">Phaser.Group#enableBodyDebug</a> </li></dd> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-126">line 126</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="exists"><span class="type-signature"></span>exists<span class="type-signature"></span></h4> </dt> <dd> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>exists</code></td> <td class="type"> <span class="param-type">boolean</span> </td> <td class="description last"><p>If exists is true the Group is updated, otherwise it is skipped.</p></td> </tr> </tbody> </table> </dl> <dt class="inherited-from">Inherited From:</dt> <dd class="inherited-from"><ul class="dummy"><li> <a href="Phaser.Group.html#exists">Phaser.Group#exists</a> </li></dd> <dt class="tag-default">Default Value:</dt> <dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd> <dt class="tag-source">Source:</dt> <dd class="tag-source"><ul class="dummy"><li> <a href="Group.js.html">core/Group.js</a>, <a href="Group.js.html#sunlight-1-line-76">line 76</a> </li></ul></dd> </dl> </dd> <dt> <h4 class="name" id="fixedToCamera"><span class="type-signature"></span>fixedToCamera<span class="type-signature"></span></h4> </dt> <dd> <div class="description"> <p>A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list. So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x</p> </div> <dl class="details"> <h5 class="subsection-title">Properties:</h5> <dl> <table class="props table table-striped"> <thead> <tr> <th>Name</th> <th>Type</th> <th class="last">Description</th> </tr> </thead> <tbody> <tr> <td class="name"><code>fixedToCamera</code></td>