phaser/src/gameobjects/particles/EmitterOp.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../../utils/Class');
var FloatBetween = require('../../math/FloatBetween');
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var GetEaseFunction = require('../../tweens/builders/GetEaseFunction');
var GetFastValue = require('../../utils/object/GetFastValue');
var Wrap = require('../../math/Wrap');
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/**
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* The returned value sets what the property will be at the START of the particle's life, on emit.
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* @callback EmitterOpOnEmitCallback
*
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* @param {Phaser.GameObjects.Particles.Particle} particle - The particle.
* @param {string} key - The name of the property.
* @param {number} value - The current value of the property.
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*
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* @return {number} The new value of the property.
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*/
/**
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* The returned value updates the property for the duration of the particle's life.
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* @callback EmitterOpOnUpdateCallback
*
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* @param {Phaser.GameObjects.Particles.Particle} particle - The particle.
* @param {string} key - The name of the property.
* @param {number} t - The normalized lifetime of the particle, between 0 (start) and 1 (end).
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* @param {number} value - The current value of the property.
*
* @return {number} The new value of the property.
*/
/**
* Defines an operation yielding a random value within a range.
* @typedef {object} EmitterOpRandomConfig
*
* @property {number[]} random - The minimum and maximum values, as [min, max].
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*/
/**
* Defines an operation yielding a random value within a range.
* @typedef {object} EmitterOpRandomMinMaxConfig
*
* @property {number} min - The minimum value.
* @property {number} max - The maximum value.
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*/
/**
* Defines an operation yielding a random value within a range.
* @typedef {object} EmitterOpRandomStartEndConfig
*
* @property {number} start - The starting value.
* @property {number} end - The ending value.
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* @property {boolean} random - If false, this becomes {@link EmitterOpEaseConfig}.
*/
/**
* Defines an operation yielding a value incremented continuously across a range.
* @typedef {object} EmitterOpEaseConfig
*
* @property {number} start - The starting value.
* @property {number} end - The ending value.
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* @property {string} [ease='Linear'] - The name of the easing function.
*/
/**
* Defines an operation yielding a value incremented by steps across a range.
* @typedef {object} EmitterOpSteppedConfig
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*
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* @property {number} start - The starting value.
* @property {number} end - The ending value.
* @property {number} steps - The number of steps between start and end.
*/
/**
* @typedef {object} EmitterOpCustomEmitConfig
*
* @property {EmitterOpOnEmitCallback} onEmit - [description]
*/
/**
* @typedef {object} EmitterOpCustomUpdateConfig
*
* @property {EmitterOpOnEmitCallback} [onEmit] - [description]
* @property {EmitterOpOnUpdateCallback} onUpdate - [description]
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*/
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/**
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* @classdesc
* A Particle Emitter property.
*
* Facilitates changing Particle properties as they are emitted and throughout their lifetime.
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*
* @class EmitterOp
* @memberOf Phaser.GameObjects.Particles
* @constructor
* @since 3.0.0
*
* @param {ParticleEmitterConfig} config - Settings for the Particle Emitter that owns this property.
* @param {string} key - The key of the Particle Emitter property.
* @param {number} defaultValue - The default value of the Particle Emitter property.
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* @param {boolean} [emitOnly=false] - [description]
*/
var EmitterOp = new Class({
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initialize:
function EmitterOp (config, key, defaultValue, emitOnly)
{
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if (emitOnly === undefined)
{
emitOnly = false;
}
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/**
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* The key of this property.
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*
* @name Phaser.GameObjects.Particles.EmitterOp#propertyKey
* @type {string}
* @since 3.0.0
*/
this.propertyKey = key;
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/**
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* The value of this property.
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*
* @name Phaser.GameObjects.Particles.EmitterOp#propertyValue
* @type {number}
* @since 3.0.0
*/
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this.propertyValue = defaultValue;
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/**
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* The default value of this property.
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*
* @name Phaser.GameObjects.Particles.EmitterOp#defaultValue
* @type {number}
* @since 3.0.0
*/
this.defaultValue = defaultValue;
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/**
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* The number of steps for stepped easing between {@link Phaser.GameObjects.Particles.EmitterOp#start} and
* {@link Phaser.GameObjects.Particles.EmitterOp#end} values, per emit.
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*
* @name Phaser.GameObjects.Particles.EmitterOp#steps
* @type {number}
* @default 0
* @since 3.0.0
*/
this.steps = 0;
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/**
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* The step counter for stepped easing, per emit.
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*
* @name Phaser.GameObjects.Particles.EmitterOp#counter
* @type {number}
* @default 0
* @since 3.0.0
*/
this.counter = 0;
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/**
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* The start value for this property to ease between.
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*
* @name Phaser.GameObjects.Particles.EmitterOp#start
* @type {number}
* @default 0
* @since 3.0.0
*/
this.start = 0;
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/**
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* The end value for this property to ease between.
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*
* @name Phaser.GameObjects.Particles.EmitterOp#end
* @type {number}
* @default 0
* @since 3.0.0
*/
this.end = 0;
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/**
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* The easing function to use for interpolating this property.
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*
* @name Phaser.GameObjects.Particles.EmitterOp#ease
* @type {?function}
* @since 3.0.0
*/
this.ease;
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/**
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* Whether this property can only be modified when a Particle is emitted.
*
* Set to `true` to allow only {@link Phaser.GameObjects.Particles.EmitterOp#onEmit} callbacks to be set and
* affect this property.
*
* Set to `false` to allow both {@link Phaser.GameObjects.Particles.EmitterOp#onEmit} and
* {@link Phaser.GameObjects.Particles.EmitterOp#onUpdate} callbacks to be set and affect this property.
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*
* @name Phaser.GameObjects.Particles.EmitterOp#emitOnly
* @type {boolean}
* @since 3.0.0
*/
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this.emitOnly = emitOnly;
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/**
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* The callback to run for Particles when they are emitted from the Particle Emitter.
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*
* @name Phaser.GameObjects.Particles.EmitterOp#onEmit
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* @type {EmitterOpOnEmitCallback}
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* @since 3.0.0
*/
this.onEmit = this.defaultEmit;
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/**
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* The callback to run for Particles when they are updated.
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*
* @name Phaser.GameObjects.Particles.EmitterOp#onUpdate
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* @type {EmitterOpOnUpdateCallback}
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* @since 3.0.0
*/
this.onUpdate = this.defaultUpdate;
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this.loadConfig(config);
},
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/**
* Load the property from a Particle Emitter configuration object.
*
* Optionally accepts a new property key to use, replacing the current one.
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*
* @method Phaser.GameObjects.Particles.EmitterOp#loadConfig
* @since 3.0.0
*
* @param {ParticleEmitterConfig} [config] - Settings for the Particle Emitter that owns this property.
* @param {string} [newKey] - The new key to use for this property, if any.
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*/
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loadConfig: function (config, newKey)
{
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if (config === undefined)
{
config = {};
}
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if (newKey)
{
this.propertyKey = newKey;
}
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this.propertyValue = GetFastValue(
config,
this.propertyKey,
this.defaultValue
);
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this.setMethods();
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if (this.emitOnly)
{
// Reset it back again
this.onUpdate = this.defaultUpdate;
}
},
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/**
* Build a JSON representation of this Particle Emitter property.
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*
* @method Phaser.GameObjects.Particles.EmitterOp#toJSON
* @since 3.0.0
*
* @return {object} A JSON representation of this Particle Emitter property.
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*/
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toJSON: function ()
{
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return this.propertyValue;
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},
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/**
* [description]
*
* @method Phaser.GameObjects.Particles.EmitterOp#onChange
* @since 3.0.0
*
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* @param {number} value - [description]
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*
* @return {Phaser.GameObjects.Particles.EmitterOp} This Emitter Op object.
*/
onChange: function (value)
{
this.propertyValue = value;
return this.setMethods();
},
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/**
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* Update the {@link Phaser.GameObjects.Particles.EmitterOp#onEmit} and
* {@link Phaser.GameObjects.Particles.EmitterOp#onUpdate} callbacks based on the type of the current
* {@link Phaser.GameObjects.Particles.EmitterOp#propertyValue}.
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*
* @method Phaser.GameObjects.Particles.EmitterOp#setMethods
* @since 3.0.0
*
* @return {Phaser.GameObjects.Particles.EmitterOp} This Emitter Op object.
*/
setMethods: function ()
{
var value = this.propertyValue;
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var t = typeof value;
if (t === 'number')
{
// Explicit static value:
// x: 400
this.onEmit = this.staticValueEmit;
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this.onUpdate = this.staticValueUpdate; // How?
}
else if (Array.isArray(value))
{
// Picks a random element from the array:
// x: [ 100, 200, 300, 400 ]
this.onEmit = this.randomStaticValueEmit;
}
else if (t === 'function')
{
// The same as setting just the onUpdate function and no onEmit (unless this op is an emitOnly one)
// Custom callback, must return a value:
/*
x: function (particle, key, t, value)
{
return value + 50;
}
*/
if (this.emitOnly)
{
this.onEmit = value;
}
else
{
this.onUpdate = value;
}
}
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else if (t === 'object' && (this.has(value, 'random') || this.hasBoth(value, 'start', 'end') || this.hasBoth(value, 'min', 'max')))
{
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this.start = this.has(value, 'start') ? value.start : value.min;
this.end = this.has(value, 'end') ? value.end : value.max;
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var isRandom = (this.hasBoth(value, 'min', 'max') || this.has(value, 'random'));
// A random starting value (using 'min | max' instead of 'start | end' automatically implies a random value)
// x: { start: 100, end: 400, random: true } OR { min: 100, max: 400 } OR { random: [ 100, 400 ] }
if (isRandom)
{
var rnd = value.random;
// x: { random: [ 100, 400 ] } = the same as doing: x: { start: 100, end: 400, random: true }
if (Array.isArray(rnd))
{
this.start = rnd[0];
this.end = rnd[1];
}
this.onEmit = this.randomRangedValueEmit;
}
if (this.has(value, 'steps'))
{
// A stepped (per emit) range
// x: { start: 100, end: 400, steps: 64 }
// Increments a value stored in the emitter
this.steps = value.steps;
this.counter = this.start;
this.onEmit = this.steppedEmit;
}
else
{
// An eased range (defaults to Linear if not specified)
// x: { start: 100, end: 400, [ ease: 'Linear' ] }
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var easeType = this.has(value, 'ease') ? value.ease : 'Linear';
this.ease = GetEaseFunction(easeType);
if (!isRandom)
{
this.onEmit = this.easedValueEmit;
}
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// BUG: alpha, rotate, scaleX, scaleY, or tint are eased here if {min, max} is given.
// Probably this branch should exclude isRandom entirely.
this.onUpdate = this.easeValueUpdate;
}
}
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else if (t === 'object' && this.hasEither(value, 'onEmit', 'onUpdate'))
{
// Custom onEmit and onUpdate callbacks
/*
x: {
// Called at the start of the particles life, when it is being created
onEmit: function (particle, key, t, value)
{
return value;
},
// Called during the particles life on each update
onUpdate: function (particle, key, t, value)
{
return value;
}
}
*/
if (this.has(value, 'onEmit'))
{
this.onEmit = value.onEmit;
}
if (this.has(value, 'onUpdate'))
{
this.onUpdate = value.onUpdate;
}
}
return this;
},
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/**
* Check whether an object has the given property.
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*
* @method Phaser.GameObjects.Particles.EmitterOp#has
* @since 3.0.0
*
* @param {object} object - The object to check.
* @param {string} key - The key of the property to look for in the object.
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*
* @return {boolean} `true` if the property exists in the object, `false` otherwise.
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*/
has: function (object, key)
{
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return object.hasOwnProperty(key);
},
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/**
* Check whether an object has both of the given properties.
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*
* @method Phaser.GameObjects.Particles.EmitterOp#hasBoth
* @since 3.0.0
*
* @param {object} object - The object to check.
* @param {string} key1 - The key of the first property to check the object for.
* @param {string} key2 - The key of the second property to check the object for.
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*
* @return {boolean} `true` if both properties exist in the object, `false` otherwise.
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*/
hasBoth: function (object, key1, key2)
{
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return object.hasOwnProperty(key1) && object.hasOwnProperty(key2);
},
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/**
* Check whether an object has at least one of the given properties.
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*
* @method Phaser.GameObjects.Particles.EmitterOp#hasEither
* @since 3.0.0
*
* @param {object} object - The object to check.
* @param {string} key1 - The key of the first property to check the object for.
* @param {string} key2 - The key of the second property to check the object for.
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*
* @return {boolean} `true` if at least one of the properties exists in the object, `false` if neither exist.
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*/
hasEither: function (object, key1, key2)
{
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return object.hasOwnProperty(key1) || object.hasOwnProperty(key2);
},
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/**
* The returned value sets what the property will be at the START of the particles life, on emit.
*
* @method Phaser.GameObjects.Particles.EmitterOp#defaultEmit
* @since 3.0.0
*
* @param {Phaser.GameObjects.Particles.Particle} particle - [description]
* @param {string} key - [description]
* @param {number} value - [description]
*
* @return {number} [description]
*/
defaultEmit: function (particle, key, value)
{
return value;
},
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/**
* The returned value updates the property for the duration of the particles life.
*
* @method Phaser.GameObjects.Particles.EmitterOp#defaultUpdate
* @since 3.0.0
*
* @param {Phaser.GameObjects.Particles.Particle} particle - [description]
* @param {string} key - [description]
* @param {number} t - The T value (between 0 and 1)
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* @param {number} value - [description]
*
* @return {number} [description]
*/
defaultUpdate: function (particle, key, t, value)
{
return value;
},
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/**
* [description]
*
* @method Phaser.GameObjects.Particles.EmitterOp#staticValueEmit
* @since 3.0.0
*
* @return {number} [description]
*/
staticValueEmit: function ()
{
return this.propertyValue;
},
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/**
* [description]
*
* @method Phaser.GameObjects.Particles.EmitterOp#staticValueUpdate
* @since 3.0.0
*
* @return {number} [description]
*/
staticValueUpdate: function ()
{
return this.propertyValue;
},
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/**
* [description]
*
* @method Phaser.GameObjects.Particles.EmitterOp#randomStaticValueEmit
* @since 3.0.0
*
* @return {number} [description]
*/
randomStaticValueEmit: function ()
{
var randomIndex = Math.floor(Math.random() * this.propertyValue.length);
return this.propertyValue[randomIndex];
},
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/**
* [description]
*
* @method Phaser.GameObjects.Particles.EmitterOp#randomRangedValueEmit
* @since 3.0.0
*
* @param {Phaser.GameObjects.Particles.Particle} particle - [description]
* @param {string} key - [description]
*
* @return {number} [description]
*/
randomRangedValueEmit: function (particle, key)
{
var value = FloatBetween(this.start, this.end);
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if (particle && particle.data[key])
{
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particle.data[key].min = value;
}
return value;
},
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/**
* [description]
*
* @method Phaser.GameObjects.Particles.EmitterOp#steppedEmit
* @since 3.0.0
*
* @return {number} [description]
*/
steppedEmit: function ()
{
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var current = this.counter;
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var next = this.counter + (this.end - this.start) / this.steps;
this.counter = Wrap(next, this.start, this.end);
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return current;
},
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/**
* [description]
*
* @method Phaser.GameObjects.Particles.EmitterOp#easedValueEmit
* @since 3.0.0
*
* @param {Phaser.GameObjects.Particles.Particle} particle - [description]
* @param {string} key - [description]
*
* @return {number} [description]
*/
easedValueEmit: function (particle, key)
{
if (particle && particle.data[key])
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{
var data = particle.data[key];
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data.min = this.start;
data.max = this.end;
}
return this.start;
},
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/**
* [description]
*
* @method Phaser.GameObjects.Particles.EmitterOp#easeValueUpdate
* @since 3.0.0
*
* @param {Phaser.GameObjects.Particles.Particle} particle - [description]
* @param {string} key - [description]
* @param {float} t - The T value (between 0 and 1)
*
* @return {number} [description]
*/
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easeValueUpdate: function (particle, key, t)
{
var data = particle.data[key];
return (data.max - data.min) * this.ease(t) + data.min;
}
});
module.exports = EmitterOp;