phaser/Phaser/particles/Particle.ts

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/// <reference path="../_definitions.ts" />
/**
* Phaser - ArcadeParticle
*
* This is a simple particle class that extends a Sprite to have a slightly more
* specialised behaviour. It is used exclusively by the Emitter class and can be extended as required.
*/
module Phaser {
export class ArcadeParticle extends Phaser.Sprite {
/**
* Instantiate a new particle. Like <code>Sprite</code>, all meaningful creation
* happens during <code>loadGraphic()</code> or <code>makeGraphic()</code> or whatever.
*/
constructor(game: Phaser.Game) {
super(game);
this.body.type = Phaser.Types.BODY_DYNAMIC;
this.lifespan = 0;
}
/**
* How long this particle lives before it disappears.
* NOTE: this is a maximum, not a minimum; the object
* could get recycled before its lifespan is up.
*/
public lifespan: number;
/**
* The particle's main update logic. Basically it checks to see if it should be dead yet.
*/
public update() {
// Lifespan behavior
if (this.lifespan <= 0)
{
return;
}
this.lifespan -= this.game.time.elapsed;
if (this.lifespan <= 0)
{
this.kill();
}
}
/**
* Triggered whenever this object is launched by a <code>Emitter</code>.
* You can override this to add custom behavior like a sound or AI or something.
*/
public onEmit() {
}
}
}