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

249 lines
6.4 KiB
JavaScript
Raw Normal View History

var Class = require('../../utils/Class');
var FloatBetween = require('../../math/FloatBetween');
var GetEaseFunction = require('../../tweens/builder/GetEaseFunction');
var GetFastValue = require('../../utils/object/GetFastValue');
var Wrap = require('../../math/Wrap');
var EmitterOp = new Class({
initialize:
function EmitterOp (config, key, defaultValue)
{
this.propertyKey = key;
this.propertyValue = GetFastValue(config, key, defaultValue);
this.defaultValue = defaultValue;
this.steps = 0;
this.counter = 0;
this.start = 0;
this.end = 0;
this.ease;
this.onEmit = this.defaultEmit;
this.onUpdate = this.defaultUpdate;
this.setMethods();
},
onChange: function (value)
{
this.propertyValue = value;
return this.setMethods();
},
setMethods: function ()
{
var value = this.propertyValue;
var t = typeof(value);
if (t === 'number')
{
// Explicit static value:
// x: 400
this.onEmit = this.staticValueEmit;
this.onUpdate = this.staticValueUpdate;
}
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
// Custom callback, must return a value:
/*
x: function (particle, key, t, value)
{
return value + 50;
}
*/
this.onUpdate = value;
}
else if (t === 'object' && (this.has(value, 'random') || this.hasBoth(value, 'start', 'end') || this.hasBoth(value, 'min', 'max')))
{
this.start = (this.has(value, 'start')) ? value.start : value.min;
this.end = (this.has(value, 'end')) ? value.end : value.max;
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' ] }
var easeType = (this.has(value, 'ease')) ? value.ease : 'Linear';
this.ease = GetEaseFunction(easeType);
if (!isRandom)
{
this.onEmit = this.easedValueEmit;
}
this.onUpdate = this.easeValueUpdate;
}
}
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;
},
has: function (object, key)
{
return (object.hasOwnProperty(key));
},
hasBoth: function (object, key1, key2)
{
return (object.hasOwnProperty(key1) && object.hasOwnProperty(key2));
},
hasEither: function (object, key1, key2)
{
return (object.hasOwnProperty(key1) || object.hasOwnProperty(key2));
},
// The returned value sets what the property will be at the START of the particles life, on emit
defaultEmit: function (particle, key, value)
{
return value;
},
// The returned value updates the property for the duration of the particles life
defaultUpdate: function (particle, key, t, value)
{
return value;
},
staticValueEmit: function ()
{
return this.propertyValue;
},
staticValueUpdate: function ()
{
return this.propertyValue;
},
randomStaticValueEmit: function ()
{
var randomIndex = Math.floor(Math.random() * this.propertyValue.length);
return this.propertyValue[randomIndex];
},
randomRangedValueEmit: function (particle, key)
{
var value = FloatBetween(this.start, this.end);
var data = particle.data[key];
if (data)
{
data.min = value;
}
return value;
},
steppedEmit: function ()
{
var next = this.counter + ((this.end - this.start) / this.steps);
this.counter = Wrap(next, this.start, this.end);
return this.counter;
},
easedValueEmit: function (particle, key)
{
var data = particle.data[key];
data.min = this.start;
data.max = this.end;
return this.start;
},
easeValueUpdate: function (particle, key, t, value)
{
var data = particle.data[key];
return (data.max - data.min) * this.ease(t) + data.min;
}
});
module.exports = EmitterOp;