phaser/src/particles/arcade/Emitter.js

529 lines
13 KiB
JavaScript
Raw Normal View History

/**
* Phaser - ArcadeEmitter
*
* Emitter is a lightweight particle emitter. 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 accorindgly.
*/
Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
maxParticles = maxParticles || 50;
Phaser.Group.call(this, game);
this.name = 'emitter' + this.game.particles.ID++;
/**
* The X position of the top left corner of the emitter in world space.
*/
this.x = x;
/**
* The Y position of the top left corner of emitter in world space.
*/
this.y = y;
/**
* The width of the emitter. Particles can be randomly generated from anywhere within this box.
*/
this.width = 1;
/**
* The height of the emitter. Particles can be randomly generated from anywhere within this box.
*/
this.height = 1;
/**
* The minimum possible velocity of a particle.
* The default value is (-100,-100).
*/
this.minParticleSpeed = new Phaser.Point(-100, -100);
/**
* The maximum possible velocity of a particle.
* The default value is (100,100).
*/
this.maxParticleSpeed = new Phaser.Point(100, 100);
/**
* The minimum possible scale of a particle.
* The default value is 1.
*/
this.minParticleScale = 1;
/**
* The maximum possible scale of a particle.
* The default value is 1.
*/
this.maxParticleScale = 1;
/**
* The minimum possible angular velocity of a particle. The default value is -360.
*/
this.minRotation = -360;
/**
* The maximum possible angular velocity of a particle. The default value is 360.
*/
this.maxRotation = 360;
/**
* Sets the <code>gravity.y</code> of each particle to this value on launch.
*/
this.gravity = 2;
/**
* Set your own particle class type here.
* Default is <code>Particle</code>.
*/
this.particleClass = null;
/**
* The X and Y drag component of particles launched from the emitter.
*/
this.particleDrag = new Phaser.Point();
/**
* How often a particle is emitted in ms (if emitter is started with Explode == false).
*/
this.frequency = 100;
/**
* The total number of particles in this emitter.
*/
this.maxParticles = maxParticles;
/**
* How long each particle lives once it is emitted in ms. Default is 2 seconds.
* Set lifespan to 'zero' for particles to live forever.
*/
this.lifespan = 2000;
/**
* How much each particle should bounce. 1 = full bounce, 0 = no bounce.
*/
this.bounce = 0;
/**
* Internal helper for deciding how many particles to launch.
*/
this._quantity = 0;
/**
* Internal helper for deciding when to launch particles or kill them.
*/
this._timer = 0;
/**
* Internal counter for figuring out how many particles to launch.
*/
this._counter = 0;
/**
* Internal helper for the style of particle emission (all at once, or one at a time).
*/
this._explode = true;
/**
* Determines whether the emitter is currently emitting particles.
* It is totally safe to directly toggle this.
*/
this.on = false;
/**
* Determines whether the emitter is being updated by the core game loop.
*/
this.exists = true;
/**
* 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.
*/
this.emitX = 0;
this.emitY = 0;
};
Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype);
Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.Emitter;
/**
* Called automatically by the game loop, decides when to launch particles and when to "die".
*/
Phaser.Particles.Arcade.Emitter.prototype.update = function () {
if (this.on)
{
if (this._explode)
{
this._counter = 0;
do
{
this.emitParticle();
this._counter++;
}
while (this._counter < this._quantity);
this.on = false;
}
else
{
if (this.game.time.now >= this._timer)
{
this.emitParticle();
this._counter++;
if (this._quantity > 0)
{
if (this._counter >= this._quantity)
{
this.on = false;
}
}
this._timer = this.game.time.now + this.frequency;
}
}
}
}
/**
* This function generates a new array of particle sprites to attach to the emitter.
*
* @param graphics If you opted to not pre-configure an array of Sprite objects, you can simply pass in a particle image or sprite sheet.
* @param quantity {number} The number of particles to generate when using the "create from image" option.
* @param multiple {boolean} Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
* @param collide {number} Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
*
* @return This Emitter instance (nice for chaining stuff together, if you're into that).
*/
Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide) {
if (typeof frames == 'undefined')
{
frames = 0;
}
quantity = quantity || this.maxParticles;
collide = collide || 0;
var particle;
var i = 0;
var rndKey = keys;
var rndFrame = 0;
while (i < quantity)
{
if (this.particleClass == null)
{
if (typeof keys == 'object')
{
rndKey = this.game.rnd.pick(keys);
}
if (typeof frames == 'object')
{
rndFrame = this.game.rnd.pick(frames);
}
particle = new Phaser.Sprite(this.game, 0, 0, rndKey, rndFrame);
}
else
{
// particle = new this.particleClass(this.game);
}
if (collide > 0)
{
particle.body.allowCollision.any = true;
}
else
{
particle.body.allowCollision.none = true;
}
particle.exists = false;
particle.visible = false;
// Center the origin for rotation assistance
particle.anchor.setTo(0.5, 0.5);
this.add(particle);
i++;
}
return this;
}
/**
* Call this function to turn off all the particles and the emitter.
*/
Phaser.Particles.Arcade.Emitter.prototype.kill = function () {
this.on = false;
this.alive = false;
this.exists = false;
}
/**
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
* In practice, this is most often called by <code>Object.reset()</code>.
*/
Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
this.alive = true;
this.exists = true;
}
/**
* Call this function to start emitting particles.
*
* @param explode {boolean} Whether the particles should all burst out at once.
* @param lifespan {number} How long each particle lives once emitted. 0 = forever.
* @param frequency {number} Ignored if Explode is set to true. Frequency is how often to emit a particle in ms.
* @param quantity {number} How many particles to launch. 0 = "all of the particles".
*/
Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) {
if (typeof explode !== 'boolean')
{
explode = true;
}
lifespan = lifespan || 0;
// How many ms between emissions?
frequency = frequency || 250;
// Total number of particles to emit
quantity = quantity || 0;
this.revive();
this.visible = true;
this.on = true;
this._explode = explode;
this.lifespan = lifespan;
this.frequency = frequency;
this._quantity += quantity;
this._counter = 0;
this._timer = this.game.time.now + frequency;
}
/**
* This function can be used both internally and externally to emit the next particle.
*/
Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
var particle = this.getFirstExists(false);
if (particle == null)
{
return;
}
if (this.width > 1 || this.height > 1)
{
particle.reset(this.x - this.game.rnd.integerInRange(this.left, this.right), this.y - this.game.rnd.integerInRange(this.top, this.bottom));
}
else
{
particle.reset(this.emitX, this.emitY);
}
particle.lifespan = this.lifespan;
particle.body.bounce.setTo(this.bounce, this.bounce);
if (this.minParticleSpeed.x != this.maxParticleSpeed.x)
{
particle.body.velocity.x = this.game.rnd.integerInRange(this.minParticleSpeed.x, this.maxParticleSpeed.x);
}
else
{
particle.body.velocity.x = this.minParticleSpeed.x;
}
if (this.minParticleSpeed.y != this.maxParticleSpeed.y)
{
particle.body.velocity.y = this.game.rnd.integerInRange(this.minParticleSpeed.y, this.maxParticleSpeed.y);
}
else
{
particle.body.velocity.y = this.minParticleSpeed.y;
}
particle.body.gravity.y = this.gravity;
if (this.minRotation != this.maxRotation)
{
particle.body.angularVelocity = this.game.rnd.integerInRange(this.minRotation, this.maxRotation);
}
else
{
particle.body.angularVelocity = this.minRotation;
}
if (this.minParticleScale !== 1 || this.maxParticleScale !== 1)
{
var scale = this.game.rnd.realInRange(this.minParticleScale, this.maxParticleScale);
particle.scale.setTo(scale, scale);
}
particle.body.drag.x = this.particleDrag.x;
particle.body.drag.y = this.particleDrag.y;
}
/**
* A more compact way of setting the width and height of the emitter.
*
* @param width {number} The desired width of the emitter (particles are spawned randomly within these dimensions).
* @param height {number} The desired height of the emitter.
*/
Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
this.width = width;
this.height = height;
}
/**
* A more compact way of setting the X velocity range of the emitter.
*
* @param Min {number} The minimum value for this range.
* @param Max {number} The maximum value for this range.
*/
Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
min = min || 0;
max = max || 0;
this.minParticleSpeed.x = min;
this.maxParticleSpeed.x = max;
}
/**
* A more compact way of setting the Y velocity range of the emitter.
*
* @param Min {number} The minimum value for this range.
* @param Max {number} The maximum value for this range.
*/
Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
min = min || 0;
max = max || 0;
this.minParticleSpeed.y = min;
this.maxParticleSpeed.y = max;
}
/**
* A more compact way of setting the angular velocity constraints of the emitter.
*
* @param Min {number} The minimum value for this range.
* @param Max {number} The maximum value for this range.
*/
Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
min = min || 0;
max = max || 0;
this.minRotation = min;
this.maxRotation = max;
}
/**
* Change the emitter's midpoint to match the midpoint of a <code>Object</code>.
*
* @param Object {object} The <code>Object</code> that you want to sync up with.
*/
Phaser.Particles.Arcade.Emitter.prototype.at = function (object) {
this.emitX = object.center.x;
this.emitY = object.center.y;
}
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "alpha", {
/**
* Get the emitter alpha.
*/
get: function () {
return this._container.alpha;
},
/**
* Set the emiter alpha value.
*/
set: function (value) {
this._container.alpha = value;
}
});
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "visible", {
/**
* Get the emitter visible state.
*/
get: function () {
return this._container.visible;
},
/**
* Set the emitter visible state.
*/
set: function (value) {
this._container.visible = value;
}
});
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "left", {
get: function () {
return Math.floor(this.x - (this.width / 2));
}
});
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "right", {
get: function () {
return Math.floor(this.x + (this.width / 2));
}
});
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "top", {
get: function () {
return Math.floor(this.y - (this.height / 2));
}
});
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", {
get: function () {
return Math.floor(this.y + (this.height / 2));
}
});