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< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
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< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
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< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
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< a href = "PIXI.PIXI.html" > PIXI< / a >
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< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
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< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
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< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
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< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
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< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.SpineTextureLoader.html" > SpineTextureLoader< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
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< a href = "PIXI.Stage.html" > Stage< / a >
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< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
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< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
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< / li >
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< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
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< h1 class = "page-title" > Source: D:/wamp/www/phaser/src/gameobjects/Particle.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* Create a new `Particle` object. Particles are extended Sprites that are emitted by a particle emitter such as Phaser.Particles.Arcade.Emitter.
*
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* @class Phaser.Particle
* @constructor
* @extends Phaser.Sprite
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate (in world space) to position the Particle at.
* @param {number} y - The y coordinate (in world space) to position the Particle at.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Particle during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this Particle is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
*/
Phaser.Particle = function (game, x, y, key, frame) {
Phaser.Sprite.call(this, game, x, y, key, frame);
/**
* @property {boolean} autoScale - If this Particle automatically scales this is set to true by Particle.setScaleData.
* @protected
*/
this.autoScale = false;
/**
* @property {array} scaleData - A reference to the scaleData array owned by the Emitter that emitted this Particle.
* @protected
*/
this.scaleData = null;
/**
* @property {number} _s - Internal cache var for tracking auto scale.
* @private
*/
this._s = 0;
/**
* @property {boolean} autoAlpha - If this Particle automatically changes alpha this is set to true by Particle.setAlphaData.
* @protected
*/
this.autoAlpha = false;
/**
* @property {array} alphaData - A reference to the alphaData array owned by the Emitter that emitted this Particle.
* @protected
*/
this.alphaData = null;
/**
* @property {number} _a - Internal cache var for tracking auto alpha.
* @private
*/
this._a = 0;
};
Phaser.Particle.prototype = Object.create(Phaser.Sprite.prototype);
Phaser.Particle.prototype.constructor = Phaser.Particle;
/**
* Updates the Particle scale or alpha if autoScale and autoAlpha are set.
*
* @method Phaser.Particle#update
* @memberof Phaser.Particle
*/
Phaser.Particle.prototype.update = function() {
if (this.autoScale)
{
this._s--;
if (this._s)
{
this.scale.set(this.scaleData[this._s].x, this.scaleData[this._s].y);
}
else
{
this.autoScale = false;
}
}
if (this.autoAlpha)
{
this._a--;
if (this._a)
{
this.alpha = this.alphaData[this._a].v;
}
else
{
this.autoAlpha = false;
}
}
};
/**
* Called by the Emitter when this particle is emitted. Left empty for you to over-ride as required.
*
* @method Phaser.Particle#onEmit
* @memberof Phaser.Particle
*/
Phaser.Particle.prototype.onEmit = function() {
};
/**
* Called by the Emitter if autoAlpha has been enabled. Passes over the alpha ease data and resets the alpha counter.
*
* @method Phaser.Particle#setAlphaData
* @memberof Phaser.Particle
*/
Phaser.Particle.prototype.setAlphaData = function(data) {
this.alphaData = data;
this._a = data.length - 1;
this.alpha = this.alphaData[this._a].v;
this.autoAlpha = true;
};
/**
* Called by the Emitter if autoScale has been enabled. Passes over the scale ease data and resets the scale counter.
*
* @method Phaser.Particle#setScaleData
* @memberof Phaser.Particle
*/
Phaser.Particle.prototype.setScaleData = function(data) {
this.scaleData = data;
this._s = data.length - 1;
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this.scale.set(this.scaleData[this._s].x, this.scaleData[this._s].y);
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this.autoScale = true;
};
/**
* Resets the Particle. This places the Particle at the given x/y world coordinates and then
* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.
* If the Particle has a physics body that too is reset.
*
* @method Phaser.Particle#reset
* @memberof Phaser.Particle
* @param {number} x - The x coordinate (in world space) to position the Particle at.
* @param {number} y - The y coordinate (in world space) to position the Particle at.
* @param {number} [health=1] - The health to give the Particle.
* @return (Phaser.Particle) This instance.
*/
Phaser.Particle.prototype.reset = function(x, y, health) {
if (typeof health === 'undefined') { health = 1; }
this.world.setTo(x, y);
this.position.x = x;
this.position.y = y;
this.alive = true;
this.exists = true;
this.visible = true;
this.renderable = true;
this._outOfBoundsFired = false;
this.health = health;
if (this.body)
{
this.body.reset(x, y, false, false);
}
this._cache[4] = 1;
this.alpha = 1;
this.scale.set(1);
this.autoScale = false;
this.autoAlpha = false;
return this;
};
< / pre >
< / article >
< / section >
< / div >
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< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2014 Photon Storm Ltd.
< / span >
< br / >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Tue Nov 25 2014 00:17:18 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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