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<h1 class="page-title">Source: particles/arcade/Emitter.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser - ArcadeEmitter
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*
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* @class Phaser.Particles.Arcade.Emitter
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* @classdesc Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
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* continuous effects like rain and fire. All it really does is launch Particle objects out
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* at set intervals, and fixes their positions and velocities accorindgly.
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* @constructor
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* @extends Phaser.Group
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
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* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
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* @param {number} [maxParticles=50] - The total number of particles in this emitter..
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*/
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Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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/**
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* The total number of particles in this emitter.
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* @property {number} maxParticles - The total number of particles in this emitter..
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* @default
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*/
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this.maxParticles = maxParticles || 50;
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Phaser.Group.call(this, game);
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/**
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* @property {string} name - Description.
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*/
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this.name = 'emitter' + this.game.particles.ID++;
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/**
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* @property {Description} type - Description.
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*/
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this.type = Phaser.EMITTER;
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/**
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* @property {number} x - The X position of the top left corner of the emitter in world space.
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* @default
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*/
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this.x = 0;
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/**
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* @property {number} y - The Y position of the top left corner of emitter in world space.
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* @default
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*/
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this.y = 0;
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/**
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* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this.width = 1;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @property {number} height - The height of the emitter. Particles can be randomly generated from anywhere within this box.
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this.height = 1;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The minimum possible velocity of a particle.
|
|
|
|
* The default value is (-100,-100).
|
|
|
|
* @property {Phaser.Point} minParticleSpeed
|
|
|
|
*/
|
|
|
|
this.minParticleSpeed = new Phaser.Point(-100, -100);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The maximum possible velocity of a particle.
|
|
|
|
* The default value is (100,100).
|
|
|
|
* @property {Phaser.Point} maxParticleSpeed
|
|
|
|
*/
|
|
|
|
this.maxParticleSpeed = new Phaser.Point(100, 100);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The minimum possible scale of a particle.
|
|
|
|
* The default value is 1.
|
|
|
|
* @property {number} minParticleScale
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this.minParticleScale = 1;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The maximum possible scale of a particle.
|
|
|
|
* The default value is 1.
|
|
|
|
* @property {number} maxParticleScale
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this.maxParticleScale = 1;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The minimum possible angular velocity of a particle. The default value is -360.
|
|
|
|
* @property {number} minRotation
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this.minRotation = -360;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The maximum possible angular velocity of a particle. The default value is 360.
|
|
|
|
* @property {number} maxRotation
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this.maxRotation = 360;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets the <code>gravity.y</code> of each particle to this value on launch.
|
|
|
|
* @property {number} gravity
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this.gravity = 2;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set your own particle class type here.
|
|
|
|
* @property {Description} particleClass
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this.particleClass = null;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The X and Y drag component of particles launched from the emitter.
|
|
|
|
* @property {Phaser.Point} particleDrag
|
|
|
|
*/
|
|
|
|
this.particleDrag = new Phaser.Point();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The angular drag component of particles launched from the emitter if they are rotating.
|
|
|
|
* @property {number} angularDrag
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this.angularDrag = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* How often a particle is emitted in ms (if emitter is started with Explode == false).
|
|
|
|
* @property {boolean} frequency
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this.frequency = 100;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* How long each particle lives once it is emitted in ms. Default is 2 seconds.
|
|
|
|
* Set lifespan to 'zero' for particles to live forever.
|
|
|
|
* @property {number} lifespan
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this.lifespan = 2000;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
|
|
|
|
* @property {Phaser.Point} bounce
|
|
|
|
*/
|
|
|
|
this.bounce = new Phaser.Point();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Internal helper for deciding how many particles to launch.
|
|
|
|
* @property {number} _quantity
|
|
|
|
* @private
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this._quantity = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Internal helper for deciding when to launch particles or kill them.
|
|
|
|
* @property {number} _timer
|
|
|
|
* @private
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this._timer = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Internal counter for figuring out how many particles to launch.
|
|
|
|
* @property {number} _counter
|
|
|
|
* @private
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this._counter = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Internal helper for the style of particle emission (all at once, or one at a time).
|
|
|
|
* @property {boolean} _explode
|
|
|
|
* @private
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this._explode = true;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Determines whether the emitter is currently emitting particles.
|
|
|
|
* It is totally safe to directly toggle this.
|
|
|
|
* @property {boolean} on
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
this.on = false;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Determines whether the emitter is being updated by the core game loop.
|
|
|
|
* @property {boolean} exists
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
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.
|
|
|
|
* @property {boolean} emitX
|
|
|
|
*/
|
|
|
|
this.emitX = x;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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.
|
|
|
|
* @property {boolean} emitY
|
|
|
|
*/
|
|
|
|
this.emitY = y;
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
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".
|
|
|
|
* @method Phaser.Particles.Arcade.Emitter#update
|
|
|
|
*/
|
|
|
|
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.
|
|
|
|
*
|
|
|
|
* @method Phaser.Particles.Arcade.Emitter#makeParticles
|
|
|
|
* @param {Description} keys - Description.
|
|
|
|
* @param {number} frames - Description.
|
|
|
|
* @param {number} quantity - The number of particles to generate when using the "create from image" option.
|
|
|
|
* @param {number} collide - Description.
|
|
|
|
* @param {boolean} collideWorldBounds - Description.
|
|
|
|
* @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, collideWorldBounds) {
|
|
|
|
|
|
|
|
if (typeof frames == 'undefined')
|
|
|
|
{
|
|
|
|
frames = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
quantity = quantity || this.maxParticles;
|
|
|
|
collide = collide || 0;
|
|
|
|
|
|
|
|
if (typeof collideWorldBounds == 'undefined')
|
|
|
|
{
|
|
|
|
collideWorldBounds = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
particle.body.allowCollision.none = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
particle.body.allowCollision.none = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
particle.body.collideWorldBounds = collideWorldBounds;
|
|
|
|
|
|
|
|
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.
|
|
|
|
* @method Phaser.Particles.Arcade.Emitter#kill
|
|
|
|
*/
|
|
|
|
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>.
|
|
|
|
* @method Phaser.Particles.Arcade.Emitter#revive
|
|
|
|
*/
|
|
|
|
Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
|
|
|
|
|
|
|
|
this.alive = true;
|
|
|
|
this.exists = true;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Call this function to start emitting particles.
|
|
|
|
* @method Phaser.Particles.Arcade.Emitter#start
|
|
|
|
* @param {boolean} explode - Whether the particles should all burst out at once.
|
|
|
|
* @param {number} lifespan - How long each particle lives once emitted. 0 = forever.
|
|
|
|
* @param {number} frequency - Ignored if Explode is set to true. Frequency is how often to emit a particle in ms.
|
|
|
|
* @param {number} quantity - 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;
|
|
|
|
|
|
|
|
if (explode)
|
|
|
|
{
|
|
|
|
this._quantity = quantity;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
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.
|
|
|
|
* @method Phaser.Particles.Arcade.Emitter#emitParticle
|
|
|
|
*/
|
|
|
|
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.game.rnd.integerInRange(this.left, this.right), 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.x, this.bounce.y);
|
|
|
|
|
|
|
|
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;
|
|
|
|
particle.body.angularDrag = this.angularDrag;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A more compact way of setting the width and height of the emitter.
|
|
|
|
* @method Phaser.Particles.Arcade.Emitter#setSize
|
|
|
|
* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).
|
|
|
|
* @param {number} height - 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.
|
|
|
|
* @method Phaser.Particles.Arcade.Emitter#setXSpeed
|
|
|
|
* @param {number} min - The minimum value for this range.
|
|
|
|
* @param {number} max - 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.
|
|
|
|
* @method Phaser.Particles.Arcade.Emitter#setYSpeed
|
|
|
|
* @param {number} min - The minimum value for this range.
|
|
|
|
* @param {number} max - 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.
|
|
|
|
* @method Phaser.Particles.Arcade.Emitter#setRotation
|
|
|
|
* @param {number} min - The minimum value for this range.
|
|
|
|
* @param {number} max - 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>.
|
|
|
|
* @method Phaser.Particles.Arcade.Emitter#at
|
|
|
|
* @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;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The emitters alpha value.
|
|
|
|
* @name Phaser.Particles.Arcade.Emitter#alpha
|
|
|
|
* @property {number} alpha - Gets or sets the alpha value of the Emitter.
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "alpha", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this._container.alpha;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this._container.alpha = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The emitter visible state.
|
|
|
|
* @name Phaser.Particles.Arcade.Emitter#visible
|
|
|
|
* @property {boolean} visible - Gets or sets the Emitter visible state.
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "visible", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this._container.visible;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this._container.visible = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.Particles.Arcade.Emitter#x
|
|
|
|
* @property {number} x - Gets or sets the x position of the Emitter.
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "x", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this.emitX;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this.emitX = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.Particles.Arcade.Emitter#y
|
|
|
|
* @property {number} y - Gets or sets the y position of the Emitter.
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "y", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this.emitY;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this.emitY = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.Particles.Arcade.Emitter#left
|
|
|
|
* @property {number} left - Gets the left position of the Emitter.
|
|
|
|
* @readonly
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "left", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return Math.floor(this.x - (this.width / 2));
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.Particles.Arcade.Emitter#right
|
|
|
|
* @property {number} right - Gets the right position of the Emitter.
|
|
|
|
* @readonly
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "right", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return Math.floor(this.x + (this.width / 2));
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.Particles.Arcade.Emitter#top
|
|
|
|
* @property {number} top - Gets the top position of the Emitter.
|
|
|
|
* @readonly
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "top", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return Math.floor(this.y - (this.height / 2));
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.Particles.Arcade.Emitter#bottom
|
|
|
|
* @property {number} bottom - Gets the bottom position of the Emitter.
|
|
|
|
* @readonly
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return Math.floor(this.y + (this.height / 2));
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
</pre>
|
|
|
|
</article>
|
|
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
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|
|
|
|
|
<div class="clearfix"></div>
|
|
|
|
<footer>
|
|
|
|
|
|
|
|
|
|
|
|
<span class="copyright">
|
|
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
|
|
</span>
|
|
|
|
<br />
|
|
|
|
|
|
|
|
<span class="jsdoc-message">
|
|
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
2013-10-03 01:38:35 +00:00
|
|
|
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
2013-10-02 19:18:24 +00:00
|
|
|
</span>
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|
</footer>
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</div>
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