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

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var Class = require('../../utils/Class');
var DegToRad = require('../../math/DegToRad');
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var Particle = new Class({
initialize:
function Particle (emitter)
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{
this.emitter = emitter;
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// Phaser.Texture.Frame
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this.frame = null;
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this.index = 0;
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this.x = 0;
this.y = 0;
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this.velocityX = 0;
this.velocityY = 0;
this.accelerationX = 0;
this.accelerationY = 0;
this.maxVelocityX = 10000;
this.maxVelocityY = 10000;
this.bounce = 0;
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this.scaleX = 1;
this.scaleY = 1;
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this.alpha = 1;
// degs
this.angle = 0;
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// rads
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this.rotation = 0;
this.scrollFactorX = 1;
this.scrollFactorY = 1;
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this.color = 0xffffffff;
// in ms
this.life = 1000;
this.lifeCurrent = 1000;
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this.delayCurrent = 0;
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// 0-1
this.lifeT = 0;
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// ease data
this.data = {
tint: { min: 0xffffff, max: 0xffffff, current: 0xffffff },
alpha: { min: 1, max: 1 },
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rotate: { min: 0, max: 0 },
scaleX: { min: 1, max: 1 },
scaleY: { min: 1, max: 1 }
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};
},
isAlive: function ()
{
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return (this.lifeCurrent > 0);
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},
emit: function (x, y)
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{
var emitter = this.emitter;
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this.frame = emitter.getFrame();
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if (emitter.zone)
{
// Updates particle.x and particle.y during this call
emitter.zone.getPoint(this);
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}
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if (x === undefined)
{
if (emitter.follow)
{
this.x += emitter.follow.x + emitter.followOffset.x;
}
this.x += emitter.x.onEmit(this, 'x');
}
else
{
this.x += x;
}
if (y === undefined)
{
if (emitter.follow)
{
this.y += emitter.follow.y + emitter.followOffset.y;
}
this.y += emitter.y.onEmit(this, 'y');
}
else
{
this.y += y;
}
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var sx = emitter.speedX.onEmit(this, 'speedX');
var sy = (emitter.speedY) ? emitter.speedY.onEmit(this, 'speedY') : sx;
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if (emitter.radial)
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{
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var rad = DegToRad(emitter.angle.onEmit(this, 'angle'));
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this.velocityX = Math.cos(rad) * Math.abs(sx);
this.velocityY = Math.sin(rad) * Math.abs(sy);
}
else
{
this.velocityX = sx;
this.velocityY = sy;
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}
if (emitter.acceleration)
{
this.accelerationX = emitter.accelerationX.onEmit(this, 'accelerationX');
this.accelerationY = emitter.accelerationY.onEmit(this, 'accelerationY');
}
this.maxVelocityX = emitter.maxVelocityX.onEmit(this, 'maxVelocityX');
this.maxVelocityY = emitter.maxVelocityY.onEmit(this, 'maxVelocityY');
this.delayCurrent = emitter.delay.onEmit(this, 'delay');
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this.life = emitter.lifespan.onEmit(this, 'lifespan');
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this.lifeCurrent = this.life;
this.lifeT = 0;
this.scaleX = emitter.scaleX.onEmit(this, 'scaleX');
this.scaleY = (emitter.scaleY) ? emitter.scaleY.onEmit(this, 'scaleY') : this.scaleX;
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this.angle = emitter.rotate.onEmit(this, 'rotate');
this.rotation = DegToRad(this.angle);
this.bounce = emitter.bounce.onEmit(this, 'bounce');
this.alpha = emitter.alpha.onEmit(this, 'alpha');
this.color = (this.color & 0x00FFFFFF) | (((this.alpha * 0xFF) | 0) << 24);
this.index = emitter.alive.length;
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},
computeVelocity: function (emitter, delta, step, processors)
{
var vx = this.velocityX;
var vy = this.velocityY;
var ax = this.accelerationX;
var ay = this.accelerationY;
var mx = this.maxVelocityX;
var my = this.maxVelocityY;
vx += (emitter.gravityX * step);
vy += (emitter.gravityY * step);
if (ax)
{
vx += (ax * step);
}
if (ay)
{
vy += (ay * step);
}
if (vx > mx)
{
vx = mx;
}
else if (vx < -mx)
{
vx = -mx;
}
if (vy > my)
{
vy = my;
}
else if (vy < -my)
{
vy = -my;
}
this.velocityX = vx;
this.velocityY = vy;
// Apply any additional processors
for (var i = 0; i < processors.length; i++)
{
processors[i].update(this, delta, step);
}
},
checkBounds: function (emitter)
{
var bounds = emitter.bounds;
var bounce = -this.bounce;
if (this.x < bounds.x && emitter.collideLeft)
{
this.x = bounds.x;
this.velocityX *= bounce;
}
else if (this.x > bounds.right && emitter.collideRight)
{
this.x = bounds.right;
this.velocityX *= bounce;
}
if (this.y < bounds.y && emitter.collideTop)
{
this.y = bounds.y;
this.velocityY *= bounce;
}
else if (this.y > bounds.bottom && emitter.collideBottom)
{
this.y = bounds.bottom;
this.velocityY *= bounce;
}
},
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// delta = ms, step = delta / 1000
update: function (delta, step, processors)
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{
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if (this.delayCurrent > 0)
{
this.delayCurrent -= delta;
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return false;
}
var emitter = this.emitter;
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// How far along in life is this particle? (t = 0 to 1)
var t = 1 - (this.lifeCurrent / this.life);
this.lifeT = t;
this.computeVelocity(emitter, delta, step, processors);
this.x += this.velocityX * step;
this.y += this.velocityY * step;
if (emitter.bounds)
{
this.checkBounds(emitter);
}
this.scaleX = emitter.scaleX.onUpdate(this, 'scaleX', t, this.scaleX);
if (emitter.scaleY)
{
this.scaleY = emitter.scaleY.onUpdate(this, 'scaleY', t, this.scaleY);
}
else
{
this.scaleY = this.scaleX;
}
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this.angle = emitter.rotate.onUpdate(this, 'rotate', t, this.angle);
this.rotation = DegToRad(this.angle);
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this.alpha = emitter.alpha.onUpdate(this, 'alpha', t, this.alpha);
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this.color = (this.color & 0x00FFFFFF) | (((this.alpha * 0xFF) | 0) << 24);
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this.lifeCurrent -= delta;
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return (this.lifeCurrent <= 0);
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}
});
module.exports = Particle;