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

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var Class = require('../../utils/Class');
var Components = require('../components');
var Easing = require('../../math/easing');
var GetEaseFunction = require('../../tweens/builder/GetEaseFunction');
var MinMax2 = require('../../math/MinMax2');
var MinMax4 = require('../../math/MinMax4');
var Particle = require('./Particle');
var StableSort = require('../../utils/array/StableSort');
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var GetRandomElement = require('../../utils/array/GetRandomElement');
var ParticleEmitter = new Class({
Mixins: [
Components.BlendMode,
Components.ScrollFactor,
Components.Visible
],
initialize:
function ParticleEmitter (manager, config)
{
if (config === undefined) { config = {}; }
this.manager = manager;
this.key = '';
this.particleClass = Particle;
this.texture = manager.texture;
// Unless overriden by the config
this.defaultFrame = manager.defaultFrame;
this.frames = [ manager.defaultFrame ];
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this.dead = [];
this.alive = [];
this.x = 0;
this.y = 0;
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// A radial emitter will emit particles in all directions between angle min and max
// A point emitter will emit particles only in the direction set by the speed values
this.radial = true;
this.speed = new MinMax4();
this.scale = new MinMax4(1);
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this.gravity = new MinMax2();
this.alpha = new MinMax2(1);
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this.angle = new MinMax2(0, 360);
this.particleAngle = new MinMax2();
// The lifespan of the particles (in ms)
this.lifespan = new MinMax2(1000);
this.deathCallback = null;
this.deathCallbackScope = null;
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// Set to hard limit the amount of particle objects this emitter is allowed to create
this.maxParticles = 0;
// How many particles are emitted each time the emitter updates
this.emitCount = 1;
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// How often a particle is emitted in ms (if emitter is a constant / flow emitter)
// If emitter is an explosion emitter this value will be -1.
// Anything > -1 sets this to be a flow emitter
this.frequency = 0;
// Controls if the emitter is currently emitting particles. Already alive particles will continue to update until they expire.
this.on = true;
// Newly emitted particles are added to the top of the particle list, i.e. rendered above those already alive. Set to false to send them to the back.
this.particleBringToTop = true;
this.timeScale = 1;
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this._counter = 0;
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// Optional Particle emission zone - must be an object that supports a `getRandomPoint` function, such as a Rectangle, Circle, Path, etc.
this.zone = null;
this.easingFunctionAlpha = Easing.Linear;
this.easingFunctionScale = Easing.Linear;
this.easingFunctionRotation = Easing.Linear;
this.active = true;
},
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getFrame: function ()
{
if (this.frames.length === 1)
{
return this.defaultFrame;
}
else
{
return GetRandomElement(this.frames);
}
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},
// Either a single frame (numeric / string based), or an array of frames to randomly pick from
setFrame: function (frames)
{
this.manager.setEmitterFrames(frames, this);
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return this;
},
setRadial: function (value)
{
if (value === undefined) { value = true; }
this.radial = value;
return this;
},
setPosition: function (x, y)
{
this.x = x;
this.y = y;
return this;
},
setEase: function (easeName, easeParam)
{
var ease = GetEaseFunction(easeName, easeParam);
this.easingFunctionAlpha = ease;
this.easingFunctionScale = ease;
this.easingFunctionRotation = ease;
return this;
},
setAlphaEase: function (easeName, easeParam)
{
this.easingFunctionAlpha = GetEaseFunction(easeName, easeParam);
return this;
},
setScaleEase: function (easeName, easeParam)
{
this.easingFunctionScale = GetEaseFunction(easeName, easeParam);
return this;
},
setRotationEase: function (easeName, easeParam)
{
this.easingFunctionRotation = GetEaseFunction(easeName, easeParam);
return this;
},
// Particle Emission
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setSpeed: function (xMin, xMax, yMin, yMax)
{
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this.speed.set(xMin, xMax, yMin, yMax);
return this;
},
setScale: function (xMin, xMax, yMin, yMax)
{
this.scale.set(xMin, xMax, yMin, yMax);
return this;
},
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setGravity: function (x, y)
{
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this.gravity.set(x, y);
return this;
},
setAlpha: function (min, max)
{
this.alpha.set(min, max);
return this;
},
setAngle: function (min, max)
{
this.angle.set(min, max);
return this;
},
setParticleAngle: function (min, max)
{
this.particleAngle.set(min, max);
return this;
},
setLifespan: function (min, max)
{
this.lifespan.set(min, max);
return this;
},
setQuantity: function (quantity)
{
this.emitCount = quantity;
return this;
},
setFrequency: function (frequency, quantity)
{
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this.frequency = frequency;
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this._counter = 0;
if (quantity)
{
this.emitCount = quantity;
}
return this;
},
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// The zone must have a function called `getRandomPoint` that takes an object and sets
// its x and y properties accordingly then returns that object
setZone: function (zone)
{
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if (zone === undefined)
{
this.zone = null;
}
else if (typeof zone.getRandomPoint === 'function')
{
this.zone = zone;
}
return this;
},
// Particle Management
reserve: function (particleCount)
{
var dead = this.dead;
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for (var i = 0; i < particleCount; i++)
{
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dead.push(new this.particleClass());
}
return this;
},
getAliveParticleCount: function ()
{
return this.alive.length;
},
getDeadParticleCount: function ()
{
return this.dead.length;
},
getParticleCount: function ()
{
return this.getAliveParticleCount() + this.getDeadParticleCount();
},
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atLimit: function ()
{
return (this.maxParticles > 0 && this.getParticleCount() === this.maxParticles);
},
onParticleDeath: function (callback, context)
{
if (callback === undefined)
{
// Clear any previously set callback
this.deathCallback = null;
this.deathCallbackScope = null;
}
else if (typeof callback === 'function')
{
this.deathCallback = callback;
if (context)
{
this.deathCallbackScope = context;
}
}
return this;
},
killAll: function ()
{
var dead = this.dead;
var alive = this.alive;
while (alive.length > 0)
{
dead.push(alive.pop());
}
return this;
},
forEachAlive: function (callback, thisArg)
{
var alive = this.alive;
var length = alive.length;
for (var index = 0; index < length; ++index)
{
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// Sends the Particle and the Emitter
callback.call(thisArg, alive[index], this);
}
return this;
},
forEachDead: function (callback, thisArg)
{
var dead = this.dead;
var length = dead.length;
for (var index = 0; index < length; ++index)
{
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// Sends the Particle and the Emitter
callback.call(thisArg, dead[index], this);
}
return this;
},
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start: function ()
{
this.on = true;
this._counter = 0;
return this;
},
pause: function ()
{
this.active = false;
return this;
},
resume: function ()
{
this.active = true;
return this;
},
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flow: function (frequency, count)
{
if (count === undefined) { count = 1; }
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this.frequency = frequency;
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this.emitCount = count;
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return this.start();
},
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explode: function (count, x, y)
{
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this.frequency = -1;
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return this.emit(count, x, y);
},
emitAt: function (x, y, count)
{
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return this.emit(count, x, y);
},
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emit: function (count, x, y)
{
if (count === undefined) { count = 1; }
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var output = [];
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if (this.atLimit())
{
return output;
}
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// Store emitter coordinates in-case this was a placement explode, or emitAt
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var oldX = this.x;
var oldY = this.y;
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if (x !== undefined)
{
this.x = x;
}
if (y !== undefined)
{
this.y = y;
}
var dead = this.dead;
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for (var i = 0; i < count; i++)
{
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var particle;
if (dead.length > 0)
{
particle = dead.pop();
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}
else
{
particle = new this.particleClass();
}
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particle.emit(this);
if (this.particleBringToTop)
{
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this.alive.push(particle);
}
else
{
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this.alive.unshift(particle);
}
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output.push(particle);
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if (this.atLimit())
{
break;
}
}
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this.x = oldX;
this.y = oldY;
return output;
},
preUpdate: function (time, delta)
{
// Scale the delta
delta *= this.timeScale;
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var step = (delta / 1000);
var particles = this.alive;
var length = particles.length;
for (var index = 0; index < length; index++)
{
var particle = particles[index];
// update returns `true` if the particle is now dead (lifeStep < 0)
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if (particle.update(this, delta, step))
{
// Moves the dead particle to the end of the particles array (ready for splicing out later)
var last = particles[length - 1];
particles[length - 1] = particle;
particles[index] = last;
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index -= 1;
length -= 1;
}
}
// Move dead particles to the dead array
var deadLength = particles.length - length;
if (deadLength > 0)
{
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var rip = particles.splice(particles.length - deadLength, deadLength);
var deathCallback = this.deathCallback;
var deathCallbackScope = this.deathCallbackScope;
if (deathCallback)
{
for (var i = 0; i < rip.length; i++)
{
deathCallback.call(deathCallbackScope, rip[i]);
}
}
this.dead.concat(rip);
StableSort(particles, this.indexSort);
}
if (!this.on)
{
return;
}
if (this.frequency === 0)
{
this.emit(this.emitCount);
}
else if (this.frequency > 0)
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{
this._counter -= delta;
if (this._counter <= 0)
{
this.emit(this.emitCount);
// counter = frequency - remained from previous delta
this._counter = (this.frequency - Math.abs(this._counter));
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}
}
},
indexSort: function (a, b)
{
return a.index - b.index;
}
});
module.exports = ParticleEmitter;