phaser/v3/src/gameobjects/particles/ParticleEmitter.js

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var Between = require('../../math/Between');
var Class = require('../../utils/Class');
var Components = require('../components');
var DegToRad = require('../../math/DegToRad');
var Easing = require('../../math/easing');
var GameObject = require('../GameObject');
var GetEaseFunction = require('../../tweens/builder/GetEaseFunction');
var MinMax2 = require('../../math/MinMax2');
var MinMax4 = require('../../math/MinMax4');
var Particle = require('./Particle');
var StableSort = require('../../utils/array/StableSort');
var ParticleEmitter = new Class({
Mixins: [
Components.BlendMode,
Components.RenderTarget,
Components.ScrollFactor,
Components.Visible
],
initialize:
function ParticleEmitter (manager, config)
{
if (config === undefined) { config = {}; }
this.manager = manager;
this.key = '';
this.frame = manager.frame;
this.particleClass = Particle;
this.dead = [];
this.alive = [];
this.x = 0;
this.y = 0;
// Implement ease into the MinMax component?
this.velocity = new MinMax4();
this.scale = new MinMax4(1);
this.gravity = new MinMax4();
this.alpha = new MinMax2(1);
this.angle = new MinMax2(0, 360);
this.particleAngle = new MinMax2();
// The lifespan of the particles (in ms)
this.lifespan = new MinMax2(1000);
this.deathCallback = null;
this.deathCallbackScope = null;
this.emitCount = 1;
/**
* @property {number} frequency - How often a particle is emitted in ms (if emitter is started with Explode === false).
*/
this.frequency = 100;
/**
* @property {boolean} on - Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.
* @default
*/
this.on = false;
// this.enabled = true;
/**
* @property {boolean} particleBringToTop - If this is `true` then when the Particle is emitted it will be bought to the top of the Emitters display list.
* @default
*/
this.particleBringToTop = false;
/**
* @property {boolean} particleSendToBack - If this is `true` then when the Particle is emitted it will be sent to the back of the Emitters display list.
* @default
*/
this.particleSendToBack = false;
this.timeScale = 1;
// this.delay = 0;
// this.delayCounter = 0;
// this.allowCreation = true;
this.emitShape = null;
this.easingFunctionAlpha = Easing.Linear;
this.easingFunctionScale = Easing.Linear;
this.easingFunctionRotation = Easing.Linear;
this.active = true;
},
setFrame: function (frame)
{
this.frame = this.manager.texture.get(frame);
return this;
},
setPosition: function (x, y)
{
this.x = x;
this.y = y;
return this;
},
/*
setEase: function (easeName, easeParam)
{
var ease = GetEaseFunction(easeName, easeParam);
this.easingFunctionAlpha = ease;
this.easingFunctionScale = ease;
this.easingFunctionRotation = ease;
return this;
},
setAlphaEase: function (easeName, easeParam)
{
this.easingFunctionAlpha = GetEaseFunction(easeName, easeParam);
return this;
},
setScaleEase: function (easeName, easeParam)
{
this.easingFunctionScale = GetEaseFunction(easeName, easeParam);
return this;
},
setRotationEase: function (easeName, easeParam)
{
this.easingFunctionRotation = GetEaseFunction(easeName, easeParam);
return this;
},
*/
// Particle Emission
setVelocity: function (xMin, xMax, yMin, yMax)
{
this.velocity.set(xMin, xMax, yMin, yMax);
return this;
},
setScale: function (xMin, xMax, yMin, yMax)
{
this.scale.set(xMin, xMax, yMin, yMax);
return this;
},
setGravity: function (xMin, xMax, yMin, yMax)
{
this.gravity.set(xMin, xMax, yMin, yMax);
return this;
},
setAlpha: function (min, max)
{
this.alpha.set(min, max);
return this;
},
setAngle: function (min, max)
{
this.angle.set(min, max);
return this;
},
setParticleAngle: function (min, max)
{
this.particleAngle.set(min, max);
return this;
},
setLifespan: function (min, max)
{
this.lifespan.set(min, max);
return this;
},
setDelay: function (delay)
{
this.delay = delay;
this.delayCounter = delay / 1000;
return this;
},
setShape: function (shape)
{
this.emitShape = shape;
return this;
},
// Particle Management
reserve: function (particleCount)
{
var dead = this.dead;
for (var count = 0; count < particleCount; ++count)
{
dead.push(new this.particleClass(this.x, this.y, this.frame));
}
return this;
},
getAliveParticleCount: function ()
{
return this.alive.length;
},
getDeadParticleCount: function ()
{
return this.dead.length;
},
getParticleCount: function ()
{
return this.getAliveParticleCount() + this.getDeadParticleCount();
},
onParticleDeath: function (callback, context)
{
if (callback === undefined)
{
// Clear any previously set callback
this.deathCallback = null;
this.deathCallbackScope = null;
}
else if (typeof callback === 'function')
{
this.deathCallback = callback;
if (context)
{
this.deathCallbackScope = context;
}
}
return this;
},
killAll: function ()
{
var dead = this.dead;
var alive = this.alive;
while (alive.length > 0)
{
dead.push(alive.pop());
}
return this;
},
forEachAlive: function (callback, thisArg)
{
var alive = this.alive;
var length = alive.length;
for (var index = 0; index < length; ++index)
{
callback.call(thisArg, alive[index]);
}
return this;
},
forEachDead: function (callback, thisArg)
{
var dead = this.dead;
var length = dead.length;
for (var index = 0; index < length; ++index)
{
callback.call(thisArg, dead[index]);
}
return this;
},
pause: function ()
{
this.active = false;
return this;
},
resume: function ()
{
this.active = true;
return this;
},
explode: function (count)
{
this.emit(count);
return this;
},
emitAt: function (x, y, count)
{
var oldX = this.x;
var oldY = this.y;
this.x = x;
this.y = y;
var particle = this.emit(count);
this.x = oldX;
this.y = oldY;
return particle;
},
emit: function (count)
{
if (count === undefined) { count = 1; }
var particle = null;
var x = this.x;
var y = this.y;
// var shape = this.emitShape;
var dead = this.dead;
// var allowCreation = this.allowCreation;
for (var index = 0; index < count; index++)
{
if (dead.length > 0)
{
particle = dead.pop();
particle.reset(x, y, this.frame);
}
else if (allowCreation)
{
particle = new this.particleClass(x, y, this.frame);
}
else
{
return null;
}
// if (shape)
// {
// shape.getRandomPoint(particle);
// particle.x += x;
// particle.y += y;
// }
particle.emit(this);
// particle.velocityX = vx;
// particle.velocityY = vy;
// particle.life = Math.max(this.life, Number.MIN_VALUE);
// particle.lifeStep = particle.life;
// particle.start.scale = this.startScale;
// particle.end.scale = this.endScale;
// particle.scaleX = this.startScale;
// particle.scaleY = this.startScale;
// particle.start.alpha = this.startAlpha;
// particle.end.alpha = this.endAlpha;
// particle.start.rotation = DegToRad(this.startAngle);
// particle.end.rotation = DegToRad(this.endAngle);
// particle.color = (particle.color & 0x00FFFFFF) | (((this.startAlpha * 0xFF)|0) << 24);
// particle.index = this.alive.length;
this.alive.push(particle);
}
return particle;
},
preUpdate: function (time, delta)
{
// Scale the delta
delta *= this.timeScale;
var dead = this.dead;
var particles = this.alive;
var length = particles.length;
var step = (delta / 1000);
var deathCallback = this.deathCallback;
var deathCallbackScope = this.deathCallbackScope;
/* Simulation */
for (var index = 0; index < length; index++)
{
var particle = particles[index];
// update returns `true` if the particle is now dead (lifeStep < 0)
if (particle.update(this, step))
{
// Moves the dead particle to the end of the particles array (ready for splicing out later)
var last = particles[length - 1];
particles[length - 1] = particle;
particles[index] = last;
index -= 1;
length -= 1;
}
/*
particle.velocityX += gravityX;
particle.velocityY += gravityY;
particle.x += particle.velocityX * emitterStep;
particle.y += particle.velocityY * emitterStep;
particle.normLifeStep = particle.lifeStep / particle.life;
var norm = 1 - particle.normLifeStep;
var alphaEase = this.easingFunctionAlpha(norm);
var scaleEase = this.easingFunctionScale(norm);
var rotationEase = this.easingFunctionRotation(norm);
var alphaf = (particle.end.alpha - particle.start.alpha) * alphaEase + particle.start.alpha;
var scale = (particle.end.scale - particle.start.scale) * scaleEase + particle.start.scale;
var rotation = (particle.end.rotation - particle.start.rotation) * rotationEase + particle.start.rotation;
particle.scaleX = particle.scaleY = scale;
particle.color = (particle.color & 0x00FFFFFF) | (((alphaf * 0xFF)|0) << 24);
particle.rotation = rotation;
if (particle.lifeStep <= 0)
{
var last = particles[length - 1];
particles[length - 1] = particle;
particles[index] = last;
index -= 1;
length -= 1;
if (deathCallback)
{
deathCallback.call(deathCallbackScope, particle);
}
}
particle.lifeStep -= emitterStep;
*/
}
// Move dead particles to the dead array
// We can skip this for 'emitCount' number of particles if 'this.enabled'
var deadLength = particles.length - length;
if (deadLength > 0)
{
dead.push.apply(dead, particles.splice(particles.length - deadLength, deadLength));
StableSort(particles, this.indexSort);
}
this.delayCounter -= emitterStep;
if (this.delayCounter <= 0 && this.enabled)
{
this.emit(this.emitCount);
this.delayCounter = this.delay / 1000;
}
},
indexSort: function (a, b)
{
return a.index - b.index;
}
});
module.exports = ParticleEmitter;