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
.
name | type | arguments | Default | description |
---|---|---|---|---|
x | number | Phaser.Types.GameObjects.Particles.ParticleEmitterBounds | Phaser.Types.GameObjects.Particles.ParticleEmitterBoundsAlt |
The x-coordinate of the left edge of the boundary, or an object representing a rectangle. |
||
y | number | <optional> |
The y-coordinate of the top edge of the boundary. |
|
width | number | <optional> |
The width of the boundary. |
|
height | number | <optional> |
The height of the boundary. |
|
collideLeft | boolean | <optional> | true |
Whether particles interact with the left edge of the bounds. |
collideRight | boolean | <optional> | true |
Whether particles interact with the right edge of the bounds. |
collideTop | boolean | <optional> | true |
Whether particles interact with the top edge of the bounds. |
collideBottom | boolean | <optional> | true |
Whether particles interact with the bottom edge of the bounds. |
The Particle Bounds processor.