mirror of
https://github.com/photonstorm/phaser
synced 2024-11-25 22:20:44 +00:00
Removed unused code and tidied formatting
This commit is contained in:
parent
30fc7d5123
commit
566b74e70e
1 changed files with 102 additions and 148 deletions
|
@ -550,7 +550,108 @@ var Particle = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* An internal method that calculates the velocity of the Particle.
|
||||
* The main update method for this Particle.
|
||||
*
|
||||
* Updates its life values, computes the velocity and repositions the Particle.
|
||||
*
|
||||
* @method Phaser.GameObjects.Particles.Particle#update
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} delta - The delta time in ms.
|
||||
* @param {number} step - The delta value divided by 1000.
|
||||
* @param {Phaser.GameObjects.Particles.ParticleProcessor[]} processors - An array of all active Particle Processors.
|
||||
*
|
||||
* @return {boolean} Returns `true` if this Particle has now expired and should be removed, otherwise `false` if still active.
|
||||
*/
|
||||
update: function (delta, step, processors)
|
||||
{
|
||||
if (this.lifeCurrent <= 0)
|
||||
{
|
||||
// Particle is dead via `Particle.kill` method, or being held
|
||||
if (this.holdCurrent > 0)
|
||||
{
|
||||
this.holdCurrent -= delta;
|
||||
|
||||
return (this.holdCurrent <= 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (this.delayCurrent > 0)
|
||||
{
|
||||
this.delayCurrent -= delta;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
this.anims.update(0, delta);
|
||||
|
||||
var emitter = this.emitter;
|
||||
var ops = emitter.ops;
|
||||
|
||||
// How far along in life is this particle? (t = 0 to 1)
|
||||
var t = 1 - (this.lifeCurrent / this.life);
|
||||
|
||||
this.lifeT = t;
|
||||
|
||||
this.x = ops.x.onUpdate(this, 'x', t, this.x);
|
||||
this.y = ops.y.onUpdate(this, 'y', t, this.y);
|
||||
|
||||
if (emitter.moveTo)
|
||||
{
|
||||
var mx = ops.moveToX.onUpdate(this, 'moveToX', t, emitter.moveToX);
|
||||
var my = ops.moveToY.onUpdate(this, 'moveToY', t, emitter.moveToY);
|
||||
var lifeS = this.lifeCurrent / 1000;
|
||||
|
||||
this.velocityX = (mx - this.x) / lifeS;
|
||||
this.velocityY = (my - this.y) / lifeS;
|
||||
}
|
||||
|
||||
this.computeVelocity(emitter, delta, step, processors, t);
|
||||
|
||||
this.scaleX = ops.scaleX.onUpdate(this, 'scaleX', t, this.scaleX);
|
||||
this.scaleY = this.scaleX;
|
||||
|
||||
if (ops.scaleY.active)
|
||||
{
|
||||
this.scaleY = ops.scaleY.onUpdate(this, 'scaleY', t, this.scaleY);
|
||||
}
|
||||
|
||||
this.angle = ops.rotate.onUpdate(this, 'rotate', t, this.angle);
|
||||
|
||||
this.rotation = DegToRad(this.angle);
|
||||
|
||||
if (emitter.getDeathZone(this))
|
||||
{
|
||||
this.lifeCurrent = 0;
|
||||
|
||||
// No need to go any further, particle has been killed
|
||||
return true;
|
||||
}
|
||||
|
||||
this.alpha = ops.alpha.onUpdate(this, 'alpha', t, this.alpha);
|
||||
|
||||
if (ops.color.active)
|
||||
{
|
||||
this.tint = ops.color.onUpdate(this, 'color', t, this.tint);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.tint = ops.tint.onUpdate(this, 'tint', t, this.tint);
|
||||
}
|
||||
|
||||
this.lifeCurrent -= delta;
|
||||
|
||||
return (this.lifeCurrent <= 0 && this.holdCurrent <= 0);
|
||||
},
|
||||
|
||||
/**
|
||||
* An internal method that calculates the velocity of the Particle and
|
||||
* its world position. It also runs it against any active Processors
|
||||
* that are set on the Emitter.
|
||||
*
|
||||
* @method Phaser.GameObjects.Particles.Particle#computeVelocity
|
||||
* @since 3.0.0
|
||||
|
@ -628,153 +729,6 @@ var Particle = new Class({
|
|||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Checks if this Particle is still within the bounds defined by the given Emitter.
|
||||
*
|
||||
* If not, and depending on the Emitter collision flags, the Particle may either stop or rebound.
|
||||
*
|
||||
* @method Phaser.GameObjects.Particles.Particle#checkBounds
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Emitter to check the bounds against.
|
||||
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;
|
||||
}
|
||||
},
|
||||
*/
|
||||
|
||||
/**
|
||||
* The main update method for this Particle.
|
||||
*
|
||||
* Updates its life values, computes the velocity and repositions the Particle.
|
||||
*
|
||||
* @method Phaser.GameObjects.Particles.Particle#update
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {number} delta - The delta time in ms.
|
||||
* @param {number} step - The delta value divided by 1000.
|
||||
* @param {Phaser.GameObjects.Particles.ParticleProcessor[]} processors - An array of all active Particle Processors.
|
||||
*
|
||||
* @return {boolean} Returns `true` if this Particle has now expired and should be removed, otherwise `false` if still active.
|
||||
*/
|
||||
update: function (delta, step, processors)
|
||||
{
|
||||
if (this.lifeCurrent <= 0)
|
||||
{
|
||||
// Particle is dead via `Particle.kill` method, or being held
|
||||
if (this.holdCurrent > 0)
|
||||
{
|
||||
this.holdCurrent -= delta;
|
||||
|
||||
return (this.holdCurrent <= 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (this.delayCurrent > 0)
|
||||
{
|
||||
this.delayCurrent -= delta;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
this.anims.update(0, delta);
|
||||
|
||||
var emitter = this.emitter;
|
||||
var ops = emitter.ops;
|
||||
|
||||
// How far along in life is this particle? (t = 0 to 1)
|
||||
var t = 1 - (this.lifeCurrent / this.life);
|
||||
|
||||
this.lifeT = t;
|
||||
|
||||
this.x = ops.x.onUpdate(this, 'x', t, this.x);
|
||||
this.y = ops.y.onUpdate(this, 'y', t, this.y);
|
||||
|
||||
if (emitter.moveTo)
|
||||
{
|
||||
var mx = ops.moveToX.onUpdate(this, 'moveToX', t, emitter.moveToX);
|
||||
var my = ops.moveToY.onUpdate(this, 'moveToY', t, emitter.moveToY);
|
||||
var lifeS = this.lifeCurrent / 1000;
|
||||
|
||||
this.velocityX = (mx - this.x) / lifeS;
|
||||
this.velocityY = (my - this.y) / lifeS;
|
||||
}
|
||||
|
||||
this.computeVelocity(emitter, delta, step, processors, t);
|
||||
|
||||
// this.x += this.velocityX * step;
|
||||
// this.y += this.velocityY * step;
|
||||
|
||||
// if (emitter.bounds)
|
||||
// {
|
||||
// this.bounce = ops.bounce.onUpdate(this, 'bounce', t, this.bounce);
|
||||
|
||||
// this.checkBounds(emitter);
|
||||
// }
|
||||
|
||||
this.scaleX = ops.scaleX.onUpdate(this, 'scaleX', t, this.scaleX);
|
||||
this.scaleY = this.scaleX;
|
||||
|
||||
if (ops.scaleY.active)
|
||||
{
|
||||
this.scaleY = ops.scaleY.onUpdate(this, 'scaleY', t, this.scaleY);
|
||||
}
|
||||
|
||||
this.angle = ops.rotate.onUpdate(this, 'rotate', t, this.angle);
|
||||
|
||||
this.rotation = DegToRad(this.angle);
|
||||
|
||||
if (emitter.getDeathZone(this))
|
||||
{
|
||||
this.lifeCurrent = 0;
|
||||
|
||||
// No need to go any further, particle has been killed
|
||||
return true;
|
||||
}
|
||||
|
||||
this.alpha = ops.alpha.onUpdate(this, 'alpha', t, this.alpha);
|
||||
|
||||
if (ops.color.active)
|
||||
{
|
||||
this.tint = ops.color.onUpdate(this, 'color', t, this.tint);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.tint = ops.tint.onUpdate(this, 'tint', t, this.tint);
|
||||
}
|
||||
|
||||
this.lifeCurrent -= delta;
|
||||
|
||||
return (this.lifeCurrent <= 0 && this.holdCurrent <= 0);
|
||||
},
|
||||
|
||||
/**
|
||||
* This is a NOOP method and does nothing when called.
|
||||
*
|
||||
|
|
Loading…
Reference in a new issue