mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
Removed ParticleEmitterManager and merged changes into ParticleEmitter
This commit is contained in:
parent
34f5e9522b
commit
891666e3cd
15 changed files with 398 additions and 5677 deletions
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@ -77,7 +77,7 @@ var GameObjects = {
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Group: require('./group/GroupFactory'),
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Group: require('./group/GroupFactory'),
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Image: require('./image/ImageFactory'),
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Image: require('./image/ImageFactory'),
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Layer: require('./layer/LayerFactory'),
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Layer: require('./layer/LayerFactory'),
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Particles: require('./particles/ParticleManagerFactory'),
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Particles: require('./particles/ParticleEmitterFactory'),
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PathFollower: require('./pathfollower/PathFollowerFactory'),
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PathFollower: require('./pathfollower/PathFollowerFactory'),
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RenderTexture: require('./rendertexture/RenderTextureFactory'),
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RenderTexture: require('./rendertexture/RenderTextureFactory'),
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Rope: require('./rope/RopeFactory'),
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Rope: require('./rope/RopeFactory'),
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@ -110,7 +110,7 @@ var GameObjects = {
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Group: require('./group/GroupCreator'),
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Group: require('./group/GroupCreator'),
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Image: require('./image/ImageCreator'),
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Image: require('./image/ImageCreator'),
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Layer: require('./layer/LayerCreator'),
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Layer: require('./layer/LayerCreator'),
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Particles: require('./particles/ParticleManagerCreator'),
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Particles: require('./particles/ParticleEmitterCreator'),
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RenderTexture: require('./rendertexture/RenderTextureCreator'),
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RenderTexture: require('./rendertexture/RenderTextureCreator'),
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Rope: require('./rope/RopeCreator'),
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Rope: require('./rope/RopeCreator'),
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Sprite: require('./sprite/SpriteCreator'),
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Sprite: require('./sprite/SpriteCreator'),
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@ -27,7 +27,7 @@ var Particle = new Class({
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initialize:
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initialize:
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function Particle (emitter)
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function Particle2 (emitter)
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{
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{
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/**
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/**
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* The Emitter to which this Particle belongs.
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* The Emitter to which this Particle belongs.
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@ -297,7 +297,7 @@ var Particle = new Class({
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* @type {Phaser.Scene}
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* @type {Phaser.Scene}
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* @since 3.60.0
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* @since 3.60.0
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*/
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*/
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this.scene = emitter.manager.scene;
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this.scene = emitter.scene;
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/**
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/**
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* The Animation State component of this Particle.
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* The Animation State component of this Particle.
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@ -342,7 +342,7 @@ var Particle = new Class({
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*/
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*/
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emit: function (event, a1, a2, a3, a4, a5)
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emit: function (event, a1, a2, a3, a4, a5)
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{
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{
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return this.emitter.manager.emit(event, a1, a2, a3, a4, a5);
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return this.emitter.emit(event, a1, a2, a3, a4, a5);
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},
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},
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/**
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/**
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@ -1,788 +0,0 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var AnimationState = require('../../animations/AnimationState');
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var Class = require('../../utils/Class');
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var DegToRad = require('../../math/DegToRad');
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var Rectangle = require('../../geom/rectangle/Rectangle');
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var RotateAround = require('../../math/RotateAround');
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var Vector2 = require('../../math/Vector2');
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/**
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* @classdesc
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* A Particle is a simple Game Object controlled by a Particle Emitter and Manager, and rendered by the Manager.
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* It uses its own lightweight physics system, and can interact only with its Emitter's bounds and zones.
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*
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* @class Particle
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* @memberof Phaser.GameObjects.Particles
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Emitter to which this Particle belongs.
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*/
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var Particle2 = new Class({
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initialize:
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function Particle2 (emitter)
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{
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/**
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* The Emitter to which this Particle belongs.
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*
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* A Particle can only belong to a single Emitter and is created, updated and destroyed via it.
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*
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* @name Phaser.GameObjects.Particles.Particle#emitter
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* @type {Phaser.GameObjects.Particles.ParticleEmitter}
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* @since 3.0.0
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*/
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this.emitter = emitter;
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/**
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* The texture used to render this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#texture
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* @type {Phaser.Textures.Texture}
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* @default null
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* @since 3.60.0
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*/
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this.texture = null;
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/**
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* The texture frame used to render this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#frame
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* @type {Phaser.Textures.Frame}
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* @default null
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* @since 3.0.0
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*/
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this.frame = null;
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/**
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* The x coordinate of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#x
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.x = 0;
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/**
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* The y coordinate of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#y
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.y = 0;
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/**
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* The x velocity of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#velocityX
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.velocityX = 0;
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/**
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* The y velocity of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#velocityY
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.velocityY = 0;
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/**
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* The x acceleration of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#accelerationX
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.accelerationX = 0;
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/**
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* The y acceleration of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#accelerationY
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.accelerationY = 0;
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/**
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* The maximum horizontal velocity this Particle can travel at.
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*
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* @name Phaser.GameObjects.Particles.Particle#maxVelocityX
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* @type {number}
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* @default 10000
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* @since 3.0.0
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*/
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this.maxVelocityX = 10000;
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/**
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* The maximum vertical velocity this Particle can travel at.
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*
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* @name Phaser.GameObjects.Particles.Particle#maxVelocityY
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* @type {number}
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* @default 10000
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* @since 3.0.0
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*/
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this.maxVelocityY = 10000;
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/**
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* The bounciness, or restitution, of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#bounce
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.bounce = 0;
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/**
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* The horizontal scale of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#scaleX
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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this.scaleX = 1;
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/**
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* The vertical scale of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#scaleY
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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this.scaleY = 1;
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/**
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* The alpha value of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#alpha
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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this.alpha = 1;
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/**
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* The angle of this Particle in degrees.
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*
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* @name Phaser.GameObjects.Particles.Particle#angle
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.angle = 0;
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/**
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* The angle of this Particle in radians.
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*
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* @name Phaser.GameObjects.Particles.Particle#rotation
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.rotation = 0;
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/**
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* The tint applied to this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#tint
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* @type {number}
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* @webglOnly
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* @since 3.0.0
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*/
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this.tint = 0xffffff;
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/**
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* The lifespan of this Particle in ms.
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*
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* @name Phaser.GameObjects.Particles.Particle#life
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* @type {number}
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* @default 1000
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* @since 3.0.0
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*/
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this.life = 1000;
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/**
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* The current life of this Particle in ms.
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*
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* @name Phaser.GameObjects.Particles.Particle#lifeCurrent
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* @type {number}
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* @default 1000
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* @since 3.0.0
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*/
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this.lifeCurrent = 1000;
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/**
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* The delay applied to this Particle upon emission, in ms.
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*
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* @name Phaser.GameObjects.Particles.Particle#delayCurrent
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.delayCurrent = 0;
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/**
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* The normalized lifespan T value, where 0 is the start and 1 is the end.
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*
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* @name Phaser.GameObjects.Particles.Particle#lifeT
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.lifeT = 0;
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/**
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* The data used by the ease equation.
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*
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* @name Phaser.GameObjects.Particles.Particle#data
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* @type {object}
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* @since 3.0.0
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*/
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this.data = {
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tint: { min: 0xffffff, max: 0xffffff },
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alpha: { min: 1, max: 1 },
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rotate: { min: 0, max: 0 },
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scaleX: { min: 1, max: 1 },
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scaleY: { min: 1, max: 1 },
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x: { min: 0, max: 0 },
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y: { min: 0, max: 0 },
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accelerationX: { min: 0, max: 0 },
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accelerationY: { min: 0, max: 0 },
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maxVelocityX: { min: 0, max: 0 },
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maxVelocityY: { min: 0, max: 0 },
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moveToX: { min: 0, max: 0 },
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moveToY: { min: 0, max: 0 },
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bounce: { min: 0, max: 0 }
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};
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/**
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* Interal private value.
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*
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* @name Phaser.GameObjects.Particles.Particle#isCropped
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* @type {boolean}
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* @private
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* @readonly
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* @since 3.60.0
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*/
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this.isCropped = false;
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/**
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* A reference to the Scene to which this Game Object belongs.
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*
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* Game Objects can only belong to one Scene.
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*
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* You should consider this property as being read-only. You cannot move a
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* Game Object to another Scene by simply changing it.
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*
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* @name Phaser.GameObjects.Particles.Particle#scene
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* @type {Phaser.Scene}
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* @since 3.60.0
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*/
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this.scene = emitter.scene;
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/**
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* The Animation State component of this Particle.
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*
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* This component provides features to apply animations to this Particle.
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* It is responsible for playing, loading, queuing animations for later playback,
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* mixing between animations and setting the current animation frame to this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#anims
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* @type {Phaser.Animations.AnimationState}
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* @since 3.60.0
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*/
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this.anims = new AnimationState(this);
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/**
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* A rectangle that holds the bounds of this Particle after a call to
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* the `Particle.getBounds` method has been made.
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*
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* @name Phaser.GameObjects.Particles.Particle#bounds
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* @type {Phaser.Geom.Rectangle}
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* @since 3.60.0
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*/
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this.bounds = new Rectangle();
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},
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/**
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* The Event Emitter proxy.
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*
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* Passes on all parameters to the `ParticleEmitterManager` to emit directly.
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*
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* @method Phaser.GameObjects.Particles.Particle#emit
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* @since 3.60.0
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*
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* @param {(string|Symbol)} event - The event name.
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* @param {any} [a1] - Optional argument 1.
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* @param {any} [a2] - Optional argument 2.
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* @param {any} [a3] - Optional argument 3.
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* @param {any} [a4] - Optional argument 4.
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* @param {any} [a5] - Optional argument 5.
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*
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* @return {boolean} `true` if the event had listeners, else `false`.
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*/
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emit: function (event, a1, a2, a3, a4, a5)
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{
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return this.emitter.emit(event, a1, a2, a3, a4, a5);
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},
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/**
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* Checks to see if this Particle is alive and updating.
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*
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* @method Phaser.GameObjects.Particles.Particle#isAlive
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* @since 3.0.0
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*
|
|
||||||
* @return {boolean} `true` if this Particle is alive and updating, otherwise `false`.
|
|
||||||
*/
|
|
||||||
isAlive: function ()
|
|
||||||
{
|
|
||||||
return (this.lifeCurrent > 0);
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Kills this particle. This sets the `lifeCurrent` value to 0, which forces
|
|
||||||
* the Particle to be removed the next time its parent Emitter runs an update.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.Particle#kill
|
|
||||||
* @since 3.60.0
|
|
||||||
*/
|
|
||||||
kill: function ()
|
|
||||||
{
|
|
||||||
this.lifeCurrent = 0;
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Sets the position of this particle to the given x/y coordinates.
|
|
||||||
*
|
|
||||||
* If the parameters are left undefined, it resets the particle back to 0x0.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.Particle#setPosition
|
|
||||||
* @since 3.60.0
|
|
||||||
*
|
|
||||||
* @param {number} [x=0] - The x coordinate to set this Particle to.
|
|
||||||
* @param {number} [y=0] - The y coordinate to set this Particle to.
|
|
||||||
*/
|
|
||||||
setPosition: function (x, y)
|
|
||||||
{
|
|
||||||
if (x === undefined) { x = 0; }
|
|
||||||
if (y === undefined) { y = 0; }
|
|
||||||
|
|
||||||
this.x = x;
|
|
||||||
this.y = y;
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Starts this Particle from the given coordinates.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.Particle#fire
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @param {number} [x] - The x coordinate to launch this Particle from.
|
|
||||||
* @param {number} [y] - The y coordinate to launch this Particle from.
|
|
||||||
*/
|
|
||||||
fire: function (x, y)
|
|
||||||
{
|
|
||||||
var emitter = this.emitter;
|
|
||||||
var ops = emitter.ops;
|
|
||||||
|
|
||||||
var anim = emitter.getAnim();
|
|
||||||
|
|
||||||
if (anim)
|
|
||||||
{
|
|
||||||
this.anims.play(anim);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this.frame = emitter.getFrame();
|
|
||||||
this.texture = this.frame.texture;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!this.frame)
|
|
||||||
{
|
|
||||||
throw new Error('Particle has no texture frame');
|
|
||||||
}
|
|
||||||
|
|
||||||
// Updates particle.x and particle.y during this call
|
|
||||||
emitter.getEmitZone(this);
|
|
||||||
|
|
||||||
if (x === undefined)
|
|
||||||
{
|
|
||||||
this.x += ops.x.onEmit(this, 'x');
|
|
||||||
}
|
|
||||||
else if (ops.x.steps > 0)
|
|
||||||
{
|
|
||||||
// EmitterOp is stepped but x was forced (follower?) so use it
|
|
||||||
this.x += x + ops.x.onEmit(this, 'x');
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this.x += x;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (y === undefined)
|
|
||||||
{
|
|
||||||
this.y += ops.y.onEmit(this, 'y');
|
|
||||||
}
|
|
||||||
else if (ops.y.steps > 0)
|
|
||||||
{
|
|
||||||
// EmitterOp is stepped but y was forced (follower?) so use it
|
|
||||||
this.y += y + ops.y.onEmit(this, 'y');
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this.y += y;
|
|
||||||
}
|
|
||||||
|
|
||||||
this.life = ops.lifespan.onEmit(this, 'lifespan');
|
|
||||||
this.lifeCurrent = this.life;
|
|
||||||
this.lifeT = 0;
|
|
||||||
|
|
||||||
var sx = ops.speedX.onEmit(this, 'speedX');
|
|
||||||
var sy = (ops.speedY.active) ? ops.speedY.onEmit(this, 'speedY') : sx;
|
|
||||||
|
|
||||||
if (emitter.radial)
|
|
||||||
{
|
|
||||||
var rad = DegToRad(ops.angle.onEmit(this, 'angle'));
|
|
||||||
|
|
||||||
this.velocityX = Math.cos(rad) * Math.abs(sx);
|
|
||||||
this.velocityY = Math.sin(rad) * Math.abs(sy);
|
|
||||||
}
|
|
||||||
else if (emitter.moveTo)
|
|
||||||
{
|
|
||||||
var mx = ops.moveToX.onEmit(this, 'moveToX');
|
|
||||||
var my = ops.moveToY.onEmit(this, 'moveToY');
|
|
||||||
var lifeS = this.life / 1000;
|
|
||||||
|
|
||||||
this.velocityX = (mx - this.x) / lifeS;
|
|
||||||
this.velocityY = (my - this.y) / lifeS;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this.velocityX = sx;
|
|
||||||
this.velocityY = sy;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (emitter.acceleration)
|
|
||||||
{
|
|
||||||
this.accelerationX = ops.accelerationX.onEmit(this, 'accelerationX');
|
|
||||||
this.accelerationY = ops.accelerationY.onEmit(this, 'accelerationY');
|
|
||||||
}
|
|
||||||
|
|
||||||
this.maxVelocityX = ops.maxVelocityX.onEmit(this, 'maxVelocityX');
|
|
||||||
this.maxVelocityY = ops.maxVelocityY.onEmit(this, 'maxVelocityY');
|
|
||||||
|
|
||||||
this.delayCurrent = ops.delay.onEmit(this, 'delay');
|
|
||||||
|
|
||||||
this.scaleX = ops.scaleX.onEmit(this, 'scaleX');
|
|
||||||
this.scaleY = (ops.scaleY.active) ? ops.scaleY.onEmit(this, 'scaleY') : this.scaleX;
|
|
||||||
|
|
||||||
this.angle = ops.rotate.onEmit(this, 'rotate');
|
|
||||||
this.rotation = DegToRad(this.angle);
|
|
||||||
|
|
||||||
this.bounce = ops.bounce.onEmit(this, 'bounce');
|
|
||||||
|
|
||||||
this.alpha = ops.alpha.onEmit(this, 'alpha');
|
|
||||||
|
|
||||||
this.tint = ops.tint.onEmit(this, 'tint');
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* An internal method that calculates the velocity of the Particle.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.Particle#computeVelocity
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Emitter that is updating this Particle.
|
|
||||||
* @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.
|
|
||||||
* @param {number} t - The current normalized lifetime of the particle, between 0 (birth) and 1 (death).
|
|
||||||
*/
|
|
||||||
computeVelocity: function (emitter, delta, step, processors, t)
|
|
||||||
{
|
|
||||||
var ops = emitter.ops;
|
|
||||||
|
|
||||||
var vx = this.velocityX;
|
|
||||||
var vy = this.velocityY;
|
|
||||||
|
|
||||||
var ax = ops.accelerationX.onUpdate(this, 'accelerationX', t, this.accelerationX);
|
|
||||||
var ay = ops.accelerationY.onUpdate(this, 'accelerationY', t, this.accelerationY);
|
|
||||||
|
|
||||||
var mx = ops.maxVelocityX.onUpdate(this, 'maxVelocityX', t, this.maxVelocityX);
|
|
||||||
var my = ops.maxVelocityY.onUpdate(this, 'maxVelocityY', t, this.maxVelocityY);
|
|
||||||
|
|
||||||
vx += (emitter.gravityX * step);
|
|
||||||
vy += (emitter.gravityY * step);
|
|
||||||
|
|
||||||
if (ax)
|
|
||||||
{
|
|
||||||
vx += (ax * step);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (ay)
|
|
||||||
{
|
|
||||||
vy += (ay * step);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (vx > mx)
|
|
||||||
{
|
|
||||||
vx = mx;
|
|
||||||
}
|
|
||||||
else if (vx < -mx)
|
|
||||||
{
|
|
||||||
vx = -mx;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (vy > my)
|
|
||||||
{
|
|
||||||
vy = my;
|
|
||||||
}
|
|
||||||
else if (vy < -my)
|
|
||||||
{
|
|
||||||
vy = -my;
|
|
||||||
}
|
|
||||||
|
|
||||||
this.velocityX = vx;
|
|
||||||
this.velocityY = vy;
|
|
||||||
|
|
||||||
// Apply any additional processors
|
|
||||||
for (var i = 0; i < processors.length; i++)
|
|
||||||
{
|
|
||||||
processors[i].update(this, delta, step, t);
|
|
||||||
}
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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.
|
|
||||||
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.checkBounds(emitter);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (emitter.getDeathZone(this))
|
|
||||||
{
|
|
||||||
this.lifeCurrent = 0;
|
|
||||||
|
|
||||||
// No need to go any further, particle has been killed
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
this.alpha = ops.alpha.onUpdate(this, 'alpha', t, this.alpha);
|
|
||||||
|
|
||||||
this.tint = ops.tint.onUpdate(this, 'tint', t, this.tint);
|
|
||||||
|
|
||||||
this.bounce = ops.bounce.onUpdate(this, 'bounce', t, this.bounce);
|
|
||||||
|
|
||||||
this.lifeCurrent -= delta;
|
|
||||||
|
|
||||||
return (this.lifeCurrent <= 0);
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* This is a NOOP method and does nothing when called.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.Particle#setSizeToFrame
|
|
||||||
* @since 3.60.0
|
|
||||||
*/
|
|
||||||
setSizeToFrame: function ()
|
|
||||||
{
|
|
||||||
// NOOP
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Gets the bounds of this particle as a Geometry Rectangle, factoring in any
|
|
||||||
* transforms of the parent emitter and anything else above it in the display list.
|
|
||||||
*
|
|
||||||
* Once calculated the bounds can be accessed via the `Particle.bounds` property.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.Particle#getBounds
|
|
||||||
* @since 3.60.0
|
|
||||||
*
|
|
||||||
* @param {Phaser.GameObjects.Components.TransformMatrix} [matrix] - Optional transform matrix to apply to this particle.
|
|
||||||
*
|
|
||||||
* @return {Phaser.Geom.Rectangle} A Rectangle containing the transformed bounds of this particle.
|
|
||||||
*/
|
|
||||||
getBounds: function (matrix)
|
|
||||||
{
|
|
||||||
if (matrix === undefined) { matrix = this.emitter.getWorldTransformMatrix(); }
|
|
||||||
|
|
||||||
var sx = Math.abs(matrix.scaleX) * this.scaleX;
|
|
||||||
var sy = Math.abs(matrix.scaleY) * this.scaleY;
|
|
||||||
|
|
||||||
var x = this.x;
|
|
||||||
var y = this.y;
|
|
||||||
var rotation = this.rotation;
|
|
||||||
var width = (this.frame.width * sx) / 2;
|
|
||||||
var height = (this.frame.height * sy) / 2;
|
|
||||||
|
|
||||||
var bounds = this.bounds;
|
|
||||||
|
|
||||||
var topLeft = new Vector2(x - width, y - height);
|
|
||||||
var topRight = new Vector2(x + width, y - height);
|
|
||||||
var bottomLeft = new Vector2(x - width, y + height);
|
|
||||||
var bottomRight = new Vector2(x + width, y + height);
|
|
||||||
|
|
||||||
if (rotation !== 0)
|
|
||||||
{
|
|
||||||
RotateAround(topLeft, x, y, rotation);
|
|
||||||
RotateAround(topRight, x, y, rotation);
|
|
||||||
RotateAround(bottomLeft, x, y, rotation);
|
|
||||||
RotateAround(bottomRight, x, y, rotation);
|
|
||||||
}
|
|
||||||
|
|
||||||
matrix.transformPoint(topLeft.x, topLeft.y, topLeft);
|
|
||||||
matrix.transformPoint(topRight.x, topRight.y, topRight);
|
|
||||||
matrix.transformPoint(bottomLeft.x, bottomLeft.y, bottomLeft);
|
|
||||||
matrix.transformPoint(bottomRight.x, bottomRight.y, bottomRight);
|
|
||||||
|
|
||||||
bounds.x = Math.min(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x);
|
|
||||||
bounds.y = Math.min(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y);
|
|
||||||
bounds.width = Math.max(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x) - bounds.x;
|
|
||||||
bounds.height = Math.max(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y) - bounds.y;
|
|
||||||
|
|
||||||
return bounds;
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Destroys this Particle.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.Particle#destroy
|
|
||||||
* @since 3.60.0
|
|
||||||
*/
|
|
||||||
destroy: function ()
|
|
||||||
{
|
|
||||||
this.anims.destroy();
|
|
||||||
|
|
||||||
this.anims = null;
|
|
||||||
this.emitter = null;
|
|
||||||
this.texture = null;
|
|
||||||
this.frame = null;
|
|
||||||
this.scene = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
});
|
|
||||||
|
|
||||||
module.exports = Particle2;
|
|
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
@ -17,17 +17,118 @@ var tempMatrix4 = new TransformMatrix();
|
||||||
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
|
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
|
||||||
* This method should not be called directly. It is a utility function of the Render module.
|
* This method should not be called directly. It is a utility function of the Render module.
|
||||||
*
|
*
|
||||||
* @method Phaser.GameObjects.Particles.EmitterManager#renderCanvas
|
* @method Phaser.GameObjects.Particles.Emitter#renderCanvas
|
||||||
* @since 3.0.0
|
* @since 3.60.0
|
||||||
* @private
|
* @private
|
||||||
*
|
*
|
||||||
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
|
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
|
||||||
* @param {Phaser.GameObjects.Particles.ParticleEmitterManager} emitterManager - The Game Object being rendered in this call.
|
* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Game Object being rendered in this call.
|
||||||
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
|
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
|
||||||
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
|
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
|
||||||
*/
|
*/
|
||||||
var ParticleManagerCanvasRenderer = function (renderer, emitterManager, camera, parentMatrix)
|
var ParticleEmitterCanvasRenderer = function (renderer, emitter, camera, parentMatrix)
|
||||||
{
|
{
|
||||||
|
var camMatrix = tempMatrix1;
|
||||||
|
var calcMatrix = tempMatrix2;
|
||||||
|
var particleMatrix = tempMatrix3;
|
||||||
|
var managerMatrix = tempMatrix4;
|
||||||
|
|
||||||
|
if (parentMatrix)
|
||||||
|
{
|
||||||
|
managerMatrix.loadIdentity();
|
||||||
|
managerMatrix.multiply(parentMatrix);
|
||||||
|
managerMatrix.translate(emitter.x, emitter.y);
|
||||||
|
managerMatrix.rotate(emitter.rotation);
|
||||||
|
managerMatrix.scale(emitter.scaleX, emitter.scaleY);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
managerMatrix.applyITRS(emitter.x, emitter.y, emitter.rotation, emitter.scaleX, emitter.scaleY);
|
||||||
|
}
|
||||||
|
|
||||||
|
var ctx = renderer.currentContext;
|
||||||
|
var roundPixels = camera.roundPixels;
|
||||||
|
var camerAlpha = camera.alpha;
|
||||||
|
var emitterAlpha = emitter.alpha;
|
||||||
|
|
||||||
|
var particles = emitter.alive;
|
||||||
|
var particleCount = particles.length;
|
||||||
|
var viewBounds = emitter.viewBounds;
|
||||||
|
|
||||||
|
if (!emitter.visible || particleCount === 0 || (viewBounds && !RectangleToRectangle(viewBounds, camera.worldView)))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (emitter.sortCallback)
|
||||||
|
{
|
||||||
|
emitter.depthSort();
|
||||||
|
}
|
||||||
|
|
||||||
|
camera.addToRenderList(emitter);
|
||||||
|
|
||||||
|
var scrollFactorX = emitter.scrollFactorX;
|
||||||
|
var scrollFactorY = emitter.scrollFactorY;
|
||||||
|
|
||||||
|
ctx.save();
|
||||||
|
|
||||||
|
ctx.globalCompositeOperation = renderer.blendModes[emitter.blendMode];
|
||||||
|
|
||||||
|
for (var i = 0; i < particleCount; i++)
|
||||||
|
{
|
||||||
|
var particle = particles[i];
|
||||||
|
|
||||||
|
var alpha = particle.alpha * emitterAlpha * camerAlpha;
|
||||||
|
|
||||||
|
if (alpha <= 0 || particle.scaleX === 0 || particle.scaleY === 0)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
particleMatrix.applyITRS(particle.x, particle.y, particle.rotation, particle.scaleX, particle.scaleY);
|
||||||
|
|
||||||
|
camMatrix.copyFrom(camera.matrix);
|
||||||
|
|
||||||
|
camMatrix.multiplyWithOffset(managerMatrix, -camera.scrollX * scrollFactorX, -camera.scrollY * scrollFactorY);
|
||||||
|
|
||||||
|
// Undo the camera scroll
|
||||||
|
particleMatrix.e = particle.x;
|
||||||
|
particleMatrix.f = particle.y;
|
||||||
|
|
||||||
|
// Multiply by the particle matrix, store result in calcMatrix
|
||||||
|
camMatrix.multiply(particleMatrix, calcMatrix);
|
||||||
|
|
||||||
|
var frame = particle.frame;
|
||||||
|
var cd = frame.canvasData;
|
||||||
|
|
||||||
|
if (cd.width > 0 && cd.height > 0)
|
||||||
|
{
|
||||||
|
var x = -(frame.halfWidth);
|
||||||
|
var y = -(frame.halfHeight);
|
||||||
|
|
||||||
|
ctx.globalAlpha = alpha;
|
||||||
|
|
||||||
|
ctx.save();
|
||||||
|
|
||||||
|
calcMatrix.setToContext(ctx);
|
||||||
|
|
||||||
|
if (roundPixels)
|
||||||
|
{
|
||||||
|
x = Math.round(x);
|
||||||
|
y = Math.round(y);
|
||||||
|
}
|
||||||
|
|
||||||
|
ctx.imageSmoothingEnabled = !frame.source.scaleMode;
|
||||||
|
|
||||||
|
ctx.drawImage(frame.source.image, cd.x, cd.y, cd.width, cd.height, x, y, cd.width, cd.height);
|
||||||
|
|
||||||
|
ctx.restore();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ctx.restore();
|
||||||
|
|
||||||
|
/*
|
||||||
var emitters = emitterManager.emitters.list;
|
var emitters = emitterManager.emitters.list;
|
||||||
var emittersLength = emitters.length;
|
var emittersLength = emitters.length;
|
||||||
|
|
||||||
|
@ -137,6 +238,7 @@ var ParticleManagerCanvasRenderer = function (renderer, emitterManager, camera,
|
||||||
|
|
||||||
ctx.restore();
|
ctx.restore();
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
};
|
};
|
||||||
|
|
||||||
module.exports = ParticleManagerCanvasRenderer;
|
module.exports = ParticleEmitterCanvasRenderer;
|
|
@ -7,10 +7,10 @@
|
||||||
var GameObjectCreator = require('../GameObjectCreator');
|
var GameObjectCreator = require('../GameObjectCreator');
|
||||||
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
|
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
|
||||||
var GetFastValue = require('../../utils/object/GetFastValue');
|
var GetFastValue = require('../../utils/object/GetFastValue');
|
||||||
var ParticleEmitterManager = require('./ParticleEmitterManager');
|
var ParticleEmitter = require('./ParticleEmitter');
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Creates a new Particle Emitter Manager Game Object and returns it.
|
* Creates a new Particle Emitter Game Object and returns it.
|
||||||
*
|
*
|
||||||
* Note: This method will only be available if the Particles Game Object has been built into Phaser.
|
* Note: This method will only be available if the Particles Game Object has been built into Phaser.
|
||||||
*
|
*
|
||||||
|
@ -20,7 +20,7 @@ var ParticleEmitterManager = require('./ParticleEmitterManager');
|
||||||
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterManagerConfig} config - The configuration object this Game Object will use to create itself.
|
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterManagerConfig} config - The configuration object this Game Object will use to create itself.
|
||||||
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
|
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
|
||||||
*
|
*
|
||||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} The Game Object that was created.
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} The Game Object that was created.
|
||||||
*/
|
*/
|
||||||
GameObjectCreator.register('particles', function (config, addToScene)
|
GameObjectCreator.register('particles', function (config, addToScene)
|
||||||
{
|
{
|
||||||
|
@ -31,7 +31,7 @@ GameObjectCreator.register('particles', function (config, addToScene)
|
||||||
var emitters = GetFastValue(config, 'emitters', null);
|
var emitters = GetFastValue(config, 'emitters', null);
|
||||||
|
|
||||||
// frame is optional and can contain the emitters array or object if skipped
|
// frame is optional and can contain the emitters array or object if skipped
|
||||||
var manager = new ParticleEmitterManager(this.scene, key, frame, emitters);
|
var manager = new ParticleEmitter(this.scene, key, frame, emitters);
|
||||||
|
|
||||||
if (addToScene !== undefined)
|
if (addToScene !== undefined)
|
||||||
{
|
{
|
26
src/gameobjects/particles/ParticleEmitterFactory.js
Normal file
26
src/gameobjects/particles/ParticleEmitterFactory.js
Normal file
|
@ -0,0 +1,26 @@
|
||||||
|
/**
|
||||||
|
* @author Richard Davey <rich@photonstorm.com>
|
||||||
|
* @copyright 2013-2023 Photon Storm Ltd.
|
||||||
|
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||||
|
*/
|
||||||
|
|
||||||
|
var GameObjectFactory = require('../GameObjectFactory');
|
||||||
|
var ParticleEmitter = require('./ParticleEmitter');
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Creates a new Particle Emitter Game Object and adds it to the Scene.
|
||||||
|
*
|
||||||
|
* Note: This method will only be available if the Particles Game Object has been built into Phaser.
|
||||||
|
*
|
||||||
|
* @method Phaser.GameObjects.GameObjectFactory#particles
|
||||||
|
* @since 3.60.0
|
||||||
|
*
|
||||||
|
* @param {(string|Phaser.Textures.Texture)} texture - The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
||||||
|
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterConfig} [config] - Configuration settings for the Particle Emitter.
|
||||||
|
*
|
||||||
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} The Game Object that was created.
|
||||||
|
*/
|
||||||
|
GameObjectFactory.register('particles', function (key, config)
|
||||||
|
{
|
||||||
|
return this.displayList.add(new ParticleEmitter(this.scene, key, config));
|
||||||
|
});
|
|
@ -1,637 +0,0 @@
|
||||||
/**
|
|
||||||
* @author Richard Davey <rich@photonstorm.com>
|
|
||||||
* @copyright 2013-2023 Photon Storm Ltd.
|
|
||||||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
|
||||||
*/
|
|
||||||
|
|
||||||
var Class = require('../../utils/Class');
|
|
||||||
var Components = require('../components');
|
|
||||||
var GameObject = require('../GameObject');
|
|
||||||
var GravityWell = require('./GravityWell');
|
|
||||||
var List = require('../../structs/List');
|
|
||||||
var ParticleEmitter = require('./ParticleEmitter');
|
|
||||||
var Render = require('./ParticleManagerRender');
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @classdesc
|
|
||||||
* A Particle Emitter Manager creates and controls {@link Phaser.GameObjects.Particles.ParticleEmitter Particle Emitters} and {@link Phaser.GameObjects.Particles.GravityWell Gravity Wells}.
|
|
||||||
*
|
|
||||||
* @class ParticleEmitterManager
|
|
||||||
* @extends Phaser.GameObjects.GameObject
|
|
||||||
* @memberof Phaser.GameObjects.Particles
|
|
||||||
* @constructor
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @extends Phaser.GameObjects.Components.AlphaSingle
|
|
||||||
* @extends Phaser.GameObjects.Components.Depth
|
|
||||||
* @extends Phaser.GameObjects.Components.FX
|
|
||||||
* @extends Phaser.GameObjects.Components.Mask
|
|
||||||
* @extends Phaser.GameObjects.Components.Pipeline
|
|
||||||
* @extends Phaser.GameObjects.Components.Transform
|
|
||||||
* @extends Phaser.GameObjects.Components.Visible
|
|
||||||
*
|
|
||||||
* @param {Phaser.Scene} scene - The Scene to which this Emitter Manager belongs.
|
|
||||||
* @param {string} [texture] - The key of the Texture this Emitter Manager will use to render particles, as stored in the Texture Manager.
|
|
||||||
* @param {(string|number)} [frame] - An optional frame from the Texture this Emitter Manager will use to render particles.
|
|
||||||
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterConfig|Phaser.Types.GameObjects.Particles.ParticleEmitterConfig[]} [emitters] - Configuration settings for one or more emitters to create.
|
|
||||||
*/
|
|
||||||
var ParticleEmitterManager = new Class({
|
|
||||||
|
|
||||||
Extends: GameObject,
|
|
||||||
|
|
||||||
Mixins: [
|
|
||||||
Components.AlphaSingle,
|
|
||||||
Components.Depth,
|
|
||||||
Components.FX,
|
|
||||||
Components.Mask,
|
|
||||||
Components.Pipeline,
|
|
||||||
Components.Transform,
|
|
||||||
Components.Visible,
|
|
||||||
Render
|
|
||||||
],
|
|
||||||
|
|
||||||
initialize:
|
|
||||||
|
|
||||||
// frame is optional and can contain the emitters array or object if skipped
|
|
||||||
function ParticleEmitterManager (scene, texture, frame, emitters)
|
|
||||||
{
|
|
||||||
GameObject.call(this, scene, 'ParticleEmitterManager');
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The blend mode applied to all emitters and particles.
|
|
||||||
*
|
|
||||||
* @name Phaser.GameObjects.Particles.ParticleEmitterManager#blendMode
|
|
||||||
* @type {number}
|
|
||||||
* @default -1
|
|
||||||
* @private
|
|
||||||
* @since 3.0.0
|
|
||||||
*/
|
|
||||||
this.blendMode = -1;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The time scale applied to all emitters and particles, affecting flow rate, lifespan, and movement.
|
|
||||||
* Values larger than 1 are faster than normal.
|
|
||||||
* This is multiplied with any timeScale set on each individual emitter.
|
|
||||||
*
|
|
||||||
* @name Phaser.GameObjects.Particles.ParticleEmitterManager#timeScale
|
|
||||||
* @type {number}
|
|
||||||
* @default 1
|
|
||||||
* @since 3.0.0
|
|
||||||
*/
|
|
||||||
this.timeScale = 1;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The texture used by all Particle Emitters, and by extension all Particles, that this Emitter Manager creates.
|
|
||||||
*
|
|
||||||
* @name Phaser.GameObjects.Particles.ParticleEmitterManager#texture
|
|
||||||
* @type {Phaser.Textures.Texture}
|
|
||||||
* @default null
|
|
||||||
* @since 3.0.0
|
|
||||||
*/
|
|
||||||
this.texture = null;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The texture frame used by all Particle Emitters, and by extension all Particles, that this Emitter Manager creates.
|
|
||||||
*
|
|
||||||
* @name Phaser.GameObjects.Particles.ParticleEmitterManager#frame
|
|
||||||
* @type {Phaser.Textures.Frame}
|
|
||||||
* @default null
|
|
||||||
* @since 3.0.0
|
|
||||||
*/
|
|
||||||
this.frame = null;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The names of all of Texture Frames this Particle Emitter Manager uses.
|
|
||||||
*
|
|
||||||
* @name Phaser.GameObjects.Particles.ParticleEmitterManager#frameNames
|
|
||||||
* @type {string[]}
|
|
||||||
* @since 3.0.0
|
|
||||||
*/
|
|
||||||
this.frameNames = [];
|
|
||||||
|
|
||||||
// frame is optional and can contain the emitters array or object if skipped
|
|
||||||
if (frame !== null && (typeof frame === 'object' || Array.isArray(frame)))
|
|
||||||
{
|
|
||||||
emitters = frame;
|
|
||||||
frame = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The names of all of animations this Particle Emitter Manager uses.
|
|
||||||
*
|
|
||||||
* @name Phaser.GameObjects.Particles.ParticleEmitterManager#animNames
|
|
||||||
* @type {string[]}
|
|
||||||
* @since 3.60.0
|
|
||||||
*/
|
|
||||||
this.animNames = [];
|
|
||||||
|
|
||||||
this.setTexture(texture, frame);
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The default texture frame used by all Particle Emitters.
|
|
||||||
*
|
|
||||||
* @name Phaser.GameObjects.Particles.ParticleEmitterManager#defaultFrame
|
|
||||||
* @type {Phaser.Textures.Frame}
|
|
||||||
* @since 3.0.0
|
|
||||||
*/
|
|
||||||
this.defaultFrame = this.frame;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* A list of Emitters being managed by this Emitter Manager.
|
|
||||||
*
|
|
||||||
* @name Phaser.GameObjects.Particles.ParticleEmitterManager#emitters
|
|
||||||
* @type {Phaser.Structs.List.<Phaser.GameObjects.Particles.ParticleEmitter>}
|
|
||||||
* @since 3.0.0
|
|
||||||
*/
|
|
||||||
this.emitters = new List(this);
|
|
||||||
|
|
||||||
/**
|
|
||||||
* A list of Particle Processors being managed by this Emitter Manager.
|
|
||||||
*
|
|
||||||
* @name Phaser.GameObjects.Particles.ParticleEmitterManager#processors
|
|
||||||
* @type {Phaser.Structs.List.<Phaser.GameObjects.Particles.ParticleProcessor>}
|
|
||||||
* @since 3.0.0
|
|
||||||
*/
|
|
||||||
this.processors = new List(this);
|
|
||||||
|
|
||||||
if (emitters)
|
|
||||||
{
|
|
||||||
// An array of emitter configs?
|
|
||||||
if (!Array.isArray(emitters))
|
|
||||||
{
|
|
||||||
emitters = [ emitters ];
|
|
||||||
}
|
|
||||||
|
|
||||||
for (var i = 0; i < emitters.length; i++)
|
|
||||||
{
|
|
||||||
this.createEmitter(emitters[i]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
this.initPipeline();
|
|
||||||
},
|
|
||||||
|
|
||||||
// Overrides Game Object method
|
|
||||||
addedToScene: function ()
|
|
||||||
{
|
|
||||||
this.scene.sys.updateList.add(this);
|
|
||||||
},
|
|
||||||
|
|
||||||
// Overrides Game Object method
|
|
||||||
removedFromScene: function ()
|
|
||||||
{
|
|
||||||
this.scene.sys.updateList.remove(this);
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Sets the texture and frame this Emitter Manager will use to render with.
|
|
||||||
*
|
|
||||||
* Textures are referenced by their string-based keys, as stored in the Texture Manager.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#setTexture
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
|
|
||||||
* @param {(string|number)} [frame] - The name or index of the frame within the Texture.
|
|
||||||
*
|
|
||||||
* @return {this} This Emitter Manager.
|
|
||||||
*/
|
|
||||||
setTexture: function (key, frame)
|
|
||||||
{
|
|
||||||
this.texture = this.scene.sys.textures.get(key);
|
|
||||||
|
|
||||||
return this.setFrame(frame);
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Sets the frame this Emitter Manager will use to render with.
|
|
||||||
*
|
|
||||||
* The Frame has to belong to the current Texture being used.
|
|
||||||
*
|
|
||||||
* It can be either a string or an index.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#setFrame
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @param {(string|number)} [frame] - The name or index of the frame within the Texture.
|
|
||||||
*
|
|
||||||
* @return {this} This Emitter Manager.
|
|
||||||
*/
|
|
||||||
setFrame: function (frame)
|
|
||||||
{
|
|
||||||
this.frame = this.texture.get(frame);
|
|
||||||
|
|
||||||
var frames = this.texture.getFramesFromTextureSource(this.frame.sourceIndex);
|
|
||||||
|
|
||||||
var names = [];
|
|
||||||
|
|
||||||
frames.forEach(function (sourceFrame)
|
|
||||||
{
|
|
||||||
names.push(sourceFrame.name);
|
|
||||||
});
|
|
||||||
|
|
||||||
this.frameNames = names;
|
|
||||||
|
|
||||||
this.defaultFrame = this.frame;
|
|
||||||
|
|
||||||
this.animNames = this.scene.sys.anims.getAnimsFromTexture(this.texture);
|
|
||||||
|
|
||||||
if (this.animNames.length > 0)
|
|
||||||
{
|
|
||||||
this.defaultAnim = this.animNames[0];
|
|
||||||
}
|
|
||||||
|
|
||||||
return this;
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Assigns texture frames to an emitter.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#setEmitterFrames
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @param {(Phaser.Textures.Frame|Phaser.Textures.Frame[])} frames - The texture frames.
|
|
||||||
* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The particle emitter to modify.
|
|
||||||
*
|
|
||||||
* @return {this} This Emitter Manager.
|
|
||||||
*/
|
|
||||||
setEmitterFrames: function (frames, emitter)
|
|
||||||
{
|
|
||||||
if (!Array.isArray(frames))
|
|
||||||
{
|
|
||||||
frames = [ frames ];
|
|
||||||
}
|
|
||||||
|
|
||||||
var out = emitter.frames;
|
|
||||||
|
|
||||||
out.length = 0;
|
|
||||||
|
|
||||||
for (var i = 0; i < frames.length; i++)
|
|
||||||
{
|
|
||||||
var frame = frames[i];
|
|
||||||
|
|
||||||
if (this.frameNames.indexOf(frame) !== -1)
|
|
||||||
{
|
|
||||||
out.push(this.texture.get(frame));
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
console.warn('Texture "%s" has no frame "%s"', this.texture.key, frame);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (out.length > 0)
|
|
||||||
{
|
|
||||||
emitter.defaultFrame = out[0];
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
console.warn('No texture frames were set');
|
|
||||||
|
|
||||||
emitter.defaultFrame = this.defaultFrame;
|
|
||||||
}
|
|
||||||
|
|
||||||
return this;
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Assigns texture frames to an emitter.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#setEmitterAnims
|
|
||||||
* @since 3.60.0
|
|
||||||
*
|
|
||||||
* @param {(Phaser.Textures.Frame|Phaser.Textures.Frame[])} anims - The animations.
|
|
||||||
* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The particle emitter to modify.
|
|
||||||
*
|
|
||||||
* @return {this} This Emitter Manager.
|
|
||||||
*/
|
|
||||||
setEmitterAnims: function (anims, emitter)
|
|
||||||
{
|
|
||||||
if (!Array.isArray(anims))
|
|
||||||
{
|
|
||||||
anims = [ anims ];
|
|
||||||
}
|
|
||||||
|
|
||||||
var out = emitter.anims;
|
|
||||||
|
|
||||||
out.length = 0;
|
|
||||||
|
|
||||||
for (var i = 0; i < anims.length; i++)
|
|
||||||
{
|
|
||||||
var anim = anims[i];
|
|
||||||
|
|
||||||
if (this.animNames.indexOf(anim) !== -1)
|
|
||||||
{
|
|
||||||
out.push(anim);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
console.warn('Emitter has no animation "%s"', anim);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (out.length > 0)
|
|
||||||
{
|
|
||||||
emitter.defaultAnim = out[0];
|
|
||||||
}
|
|
||||||
|
|
||||||
return this;
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Adds an existing Particle Emitter to this Emitter Manager.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#addEmitter
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Particle Emitter to add to this Emitter Manager.
|
|
||||||
*
|
|
||||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} The Particle Emitter that was added to this Emitter Manager.
|
|
||||||
*/
|
|
||||||
addEmitter: function (emitter)
|
|
||||||
{
|
|
||||||
return this.emitters.add(emitter);
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Creates a new Particle Emitter object, adds it to this Emitter Manager and returns a reference to it.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#createEmitter
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterConfig} config - Configuration settings for the Particle Emitter to create.
|
|
||||||
*
|
|
||||||
* @return {Phaser.GameObjects.Particles.ParticleEmitter} The Particle Emitter that was created.
|
|
||||||
*/
|
|
||||||
createEmitter: function (config)
|
|
||||||
{
|
|
||||||
return this.addEmitter(new ParticleEmitter(this, config));
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Removes a Particle Emitter from this Emitter Manager.
|
|
||||||
*
|
|
||||||
* The Emitter must belong to this Manager.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#removeEmitter
|
|
||||||
* @since 3.22.0
|
|
||||||
*
|
|
||||||
* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Particle Emitter to remove from this Emitter Manager.
|
|
||||||
*
|
|
||||||
* @return {?Phaser.GameObjects.Particles.ParticleEmitter} The Particle Emitter that was removed, or null if it could not be found.
|
|
||||||
*/
|
|
||||||
removeEmitter: function (emitter)
|
|
||||||
{
|
|
||||||
return this.emitters.remove(emitter, true);
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Adds a Particle Processor, such as a Gravity Well, to this Emitter Manager.
|
|
||||||
*
|
|
||||||
* It will start processing particles from the next update as long as its `active`
|
|
||||||
* property is set.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#addParticleProcessor
|
|
||||||
* @since 3.60.0
|
|
||||||
*
|
|
||||||
* @param {Phaser.GameObjects.Particles.ParticleProcessor} processor - The Particle Processor to add to this Emitter Manager.
|
|
||||||
*
|
|
||||||
* @return {Phaser.GameObjects.Particles.ParticleProcessor} The Particle Processor that was added to this Emitter Manager.
|
|
||||||
*/
|
|
||||||
addParticleProcessor: function (processor)
|
|
||||||
{
|
|
||||||
if (!this.processors.exists(processor))
|
|
||||||
{
|
|
||||||
if (processor.manager)
|
|
||||||
{
|
|
||||||
processor.manager.removeParticleProcessor(processor);
|
|
||||||
}
|
|
||||||
|
|
||||||
this.processors.add(processor);
|
|
||||||
|
|
||||||
processor.manager = this;
|
|
||||||
}
|
|
||||||
|
|
||||||
return processor;
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Removes a Particle Processor from this Emitter Manager.
|
|
||||||
*
|
|
||||||
* The Processor must belong to this Manager.
|
|
||||||
*
|
|
||||||
* It is not destroyed when removed, allowing you to move it to another Emitter Manager,
|
|
||||||
* so if you no longer require it you should call its `destroy` method directly.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#removeParticleProcessor
|
|
||||||
* @since 3.60.0
|
|
||||||
*
|
|
||||||
* @param {Phaser.GameObjects.Particles.ParticleProcessor} processor - The Particle Processor to remove from this Emitter Manager.
|
|
||||||
*
|
|
||||||
* @return {?Phaser.GameObjects.Particles.ParticleProcessor} The Particle Processor that was removed, or null if it could not be found.
|
|
||||||
*/
|
|
||||||
removeParticleProcessor: function (processor)
|
|
||||||
{
|
|
||||||
if (this.processors.exists(processor))
|
|
||||||
{
|
|
||||||
this.processors.remove(processor, true);
|
|
||||||
|
|
||||||
processor.manager = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
return processor;
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Creates a new Gravity Well, adds it to this Emitter Manager and returns a reference to it.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#createGravityWell
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @param {Phaser.Types.GameObjects.Particles.GravityWellConfig} config - Configuration settings for the Gravity Well to create.
|
|
||||||
*
|
|
||||||
* @return {Phaser.GameObjects.Particles.GravityWell} The Gravity Well that was created.
|
|
||||||
*/
|
|
||||||
createGravityWell: function (config)
|
|
||||||
{
|
|
||||||
return this.addParticleProcessor(new GravityWell(config));
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Emits particles from each active emitter.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#emitParticle
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @param {number} [count] - The number of particles to release from each emitter. The default is the emitter's own {@link Phaser.GameObjects.Particles.ParticleEmitter#quantity}.
|
|
||||||
* @param {number} [x] - The x-coordinate to to emit particles from. The default is the x-coordinate of the emitter's current location.
|
|
||||||
* @param {number} [y] - The y-coordinate to to emit particles from. The default is the y-coordinate of the emitter's current location.
|
|
||||||
*
|
|
||||||
* @return {this} This Emitter Manager.
|
|
||||||
*/
|
|
||||||
emitParticle: function (count, x, y)
|
|
||||||
{
|
|
||||||
var emitters = this.emitters.list;
|
|
||||||
|
|
||||||
for (var i = 0; i < emitters.length; i++)
|
|
||||||
{
|
|
||||||
var emitter = emitters[i];
|
|
||||||
|
|
||||||
if (emitter.active)
|
|
||||||
{
|
|
||||||
emitter.emitParticle(count, x, y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return this;
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Emits particles from each active emitter.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#emitParticleAt
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @param {number} [x] - The x-coordinate to to emit particles from. The default is the x-coordinate of the emitter's current location.
|
|
||||||
* @param {number} [y] - The y-coordinate to to emit particles from. The default is the y-coordinate of the emitter's current location.
|
|
||||||
* @param {number} [count] - The number of particles to release from each emitter. The default is the emitter's own {@link Phaser.GameObjects.Particles.ParticleEmitter#quantity}.
|
|
||||||
*
|
|
||||||
* @return {this} This Emitter Manager.
|
|
||||||
*/
|
|
||||||
emitParticleAt: function (x, y, count)
|
|
||||||
{
|
|
||||||
return this.emitParticle(count, x, y);
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Pauses this Emitter Manager.
|
|
||||||
*
|
|
||||||
* This has the effect of pausing all emitters, and all particles of those emitters, currently under its control.
|
|
||||||
*
|
|
||||||
* The particles will still render, but they will not have any of their logic updated.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#pause
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @return {this} This Emitter Manager.
|
|
||||||
*/
|
|
||||||
pause: function ()
|
|
||||||
{
|
|
||||||
this.active = false;
|
|
||||||
|
|
||||||
return this;
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Resumes this Emitter Manager, should it have been previously paused.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#resume
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @return {this} This Emitter Manager.
|
|
||||||
*/
|
|
||||||
resume: function ()
|
|
||||||
{
|
|
||||||
this.active = true;
|
|
||||||
|
|
||||||
return this;
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Gets all active Particle Processors.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#getProcessors
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @return {Phaser.GameObjects.Particles.ParticleProcessor[]} - An array of active Particle Processors.
|
|
||||||
*/
|
|
||||||
getProcessors: function ()
|
|
||||||
{
|
|
||||||
return this.processors.getAll('active', true);
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Updates all active emitters.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#preUpdate
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @param {number} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
|
|
||||||
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
|
|
||||||
*/
|
|
||||||
preUpdate: function (time, delta)
|
|
||||||
{
|
|
||||||
if (this.active)
|
|
||||||
{
|
|
||||||
// Scale the delta
|
|
||||||
delta *= this.timeScale;
|
|
||||||
|
|
||||||
var emitters = this.emitters.list;
|
|
||||||
|
|
||||||
for (var i = 0; i < emitters.length; i++)
|
|
||||||
{
|
|
||||||
var emitter = emitters[i];
|
|
||||||
|
|
||||||
if (emitter.active)
|
|
||||||
{
|
|
||||||
emitter.preUpdate(time, delta);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* A NOOP method so you can pass an EmitterManager to a Container.
|
|
||||||
* Calling this method will do nothing. It is intentionally empty.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#setScrollFactor
|
|
||||||
* @private
|
|
||||||
* @since 3.10.0
|
|
||||||
*/
|
|
||||||
setScrollFactor: function ()
|
|
||||||
{
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* A NOOP method so you can pass an EmitterManager to a Container.
|
|
||||||
* Calling this method will do nothing. It is intentionally empty.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#setBlendMode
|
|
||||||
* @private
|
|
||||||
* @since 3.15.0
|
|
||||||
*/
|
|
||||||
setBlendMode: function ()
|
|
||||||
{
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Handles the pre-destroy step for the Particle Emitter Manager, which destroys all emitters and processors.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.ParticleEmitterManager#preDestroy
|
|
||||||
* @private
|
|
||||||
* @since 3.60.0
|
|
||||||
*/
|
|
||||||
preDestroy: function ()
|
|
||||||
{
|
|
||||||
var i;
|
|
||||||
var emitters = this.emitters.list;
|
|
||||||
var processors = this.processors.list;
|
|
||||||
|
|
||||||
for (i = 0; i < emitters.length; i++)
|
|
||||||
{
|
|
||||||
emitters[i].destroy();
|
|
||||||
}
|
|
||||||
|
|
||||||
for (i = 0; i < processors.length; i++)
|
|
||||||
{
|
|
||||||
processors[i].destroy();
|
|
||||||
}
|
|
||||||
|
|
||||||
this.frameNames = [];
|
|
||||||
this.defaultAnim = null;
|
|
||||||
this.defaultFrame = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
});
|
|
||||||
|
|
||||||
module.exports = ParticleEmitterManager;
|
|
|
@ -15,7 +15,7 @@ if (typeof WEBGL_RENDERER)
|
||||||
|
|
||||||
if (typeof CANVAS_RENDERER)
|
if (typeof CANVAS_RENDERER)
|
||||||
{
|
{
|
||||||
// renderCanvas = require('./ParticleManagerCanvasRenderer');
|
renderCanvas = require('./ParticleEmitterCanvasRenderer');
|
||||||
}
|
}
|
||||||
|
|
||||||
module.exports = {
|
module.exports = {
|
||||||
|
|
|
@ -18,12 +18,12 @@ var tempMatrix4 = new TransformMatrix();
|
||||||
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
|
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
|
||||||
* This method should not be called directly. It is a utility function of the Render module.
|
* This method should not be called directly. It is a utility function of the Render module.
|
||||||
*
|
*
|
||||||
* @method Phaser.GameObjects.Particles.EmitterManager#renderWebGL
|
* @method Phaser.GameObjects.Particles.Emitter#renderWebGL
|
||||||
* @since 3.0.0
|
* @since 3.60.0
|
||||||
* @private
|
* @private
|
||||||
*
|
*
|
||||||
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
|
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
|
||||||
* @param {Phaser.GameObjects.Particles.ParticleEmitterManager} emitterManager - The Game Object being rendered in this call.
|
* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Game Object being rendered in this call.
|
||||||
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
|
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
|
||||||
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
|
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
|
||||||
*/
|
*/
|
||||||
|
|
|
@ -1,33 +0,0 @@
|
||||||
/**
|
|
||||||
* @author Richard Davey <rich@photonstorm.com>
|
|
||||||
* @copyright 2013-2023 Photon Storm Ltd.
|
|
||||||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
|
||||||
*/
|
|
||||||
|
|
||||||
var GameObjectFactory = require('../GameObjectFactory');
|
|
||||||
var ParticleEmitterManager = require('./ParticleEmitterManager');
|
|
||||||
var ParticleEmitter2 = require('./ParticleEmitter2');
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Creates a new Particle Emitter Manager Game Object and adds it to the Scene.
|
|
||||||
*
|
|
||||||
* Note: This method will only be available if the Particles Game Object has been built into Phaser.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.GameObjectFactory#particles
|
|
||||||
* @since 3.0.0
|
|
||||||
*
|
|
||||||
* @param {(string|Phaser.Textures.Texture)} texture - The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
|
||||||
* @param {(string|number|object)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
|
||||||
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterConfig|Phaser.Types.GameObjects.Particles.ParticleEmitterConfig[]} [emitters] - Configuration settings for one or more emitters to create.
|
|
||||||
*
|
|
||||||
* @return {Phaser.GameObjects.Particles.ParticleEmitterManager} The Game Object that was created.
|
|
||||||
*/
|
|
||||||
GameObjectFactory.register('particles', function (key, frame, emitters)
|
|
||||||
{
|
|
||||||
return this.displayList.add(new ParticleEmitterManager(this.scene, key, frame, emitters));
|
|
||||||
});
|
|
||||||
|
|
||||||
GameObjectFactory.register('particles2', function (key, config)
|
|
||||||
{
|
|
||||||
return this.displayList.add(new ParticleEmitter2(this.scene, key, config));
|
|
||||||
});
|
|
|
@ -1,26 +0,0 @@
|
||||||
/**
|
|
||||||
* @author Richard Davey <rich@photonstorm.com>
|
|
||||||
* @copyright 2013-2023 Photon Storm Ltd.
|
|
||||||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
|
||||||
*/
|
|
||||||
|
|
||||||
var NOOP = require('../../utils/NOOP');
|
|
||||||
var renderWebGL = NOOP;
|
|
||||||
var renderCanvas = NOOP;
|
|
||||||
|
|
||||||
if (typeof WEBGL_RENDERER)
|
|
||||||
{
|
|
||||||
renderWebGL = require('./ParticleManagerWebGLRenderer');
|
|
||||||
}
|
|
||||||
|
|
||||||
if (typeof CANVAS_RENDERER)
|
|
||||||
{
|
|
||||||
renderCanvas = require('./ParticleManagerCanvasRenderer');
|
|
||||||
}
|
|
||||||
|
|
||||||
module.exports = {
|
|
||||||
|
|
||||||
renderWebGL: renderWebGL,
|
|
||||||
renderCanvas: renderCanvas
|
|
||||||
|
|
||||||
};
|
|
|
@ -1,149 +0,0 @@
|
||||||
/**
|
|
||||||
* @author Richard Davey <rich@photonstorm.com>
|
|
||||||
* @copyright 2013-2023 Photon Storm Ltd.
|
|
||||||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
|
||||||
*/
|
|
||||||
|
|
||||||
var RectangleToRectangle = require('../../geom/intersects/RectangleToRectangle');
|
|
||||||
var TransformMatrix = require('../components/TransformMatrix');
|
|
||||||
var Utils = require('../../renderer/webgl/Utils');
|
|
||||||
|
|
||||||
var tempMatrix1 = new TransformMatrix();
|
|
||||||
var tempMatrix2 = new TransformMatrix();
|
|
||||||
var tempMatrix3 = new TransformMatrix();
|
|
||||||
var tempMatrix4 = new TransformMatrix();
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Renders this Game Object with the WebGL Renderer to the given Camera.
|
|
||||||
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
|
|
||||||
* This method should not be called directly. It is a utility function of the Render module.
|
|
||||||
*
|
|
||||||
* @method Phaser.GameObjects.Particles.EmitterManager#renderWebGL
|
|
||||||
* @since 3.0.0
|
|
||||||
* @private
|
|
||||||
*
|
|
||||||
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
|
|
||||||
* @param {Phaser.GameObjects.Particles.ParticleEmitterManager} emitterManager - The Game Object being rendered in this call.
|
|
||||||
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
|
|
||||||
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
|
|
||||||
*/
|
|
||||||
var ParticleManagerWebGLRenderer = function (renderer, emitterManager, camera, parentMatrix)
|
|
||||||
{
|
|
||||||
var emitters = emitterManager.emitters.list;
|
|
||||||
var emittersLength = emitters.length;
|
|
||||||
|
|
||||||
if (emittersLength === 0)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
var pipeline = renderer.pipelines.set(emitterManager.pipeline);
|
|
||||||
|
|
||||||
var camMatrix = tempMatrix1;
|
|
||||||
var calcMatrix = tempMatrix2;
|
|
||||||
var particleMatrix = tempMatrix3;
|
|
||||||
var managerMatrix = tempMatrix4;
|
|
||||||
|
|
||||||
if (parentMatrix)
|
|
||||||
{
|
|
||||||
managerMatrix.loadIdentity();
|
|
||||||
managerMatrix.multiply(parentMatrix);
|
|
||||||
managerMatrix.translate(emitterManager.x, emitterManager.y);
|
|
||||||
managerMatrix.rotate(emitterManager.rotation);
|
|
||||||
managerMatrix.scale(emitterManager.scaleX, emitterManager.scaleY);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
managerMatrix.applyITRS(emitterManager.x, emitterManager.y, emitterManager.rotation, emitterManager.scaleX, emitterManager.scaleY);
|
|
||||||
}
|
|
||||||
|
|
||||||
var roundPixels = camera.roundPixels;
|
|
||||||
var texture = emitterManager.defaultFrame.glTexture;
|
|
||||||
var getTint = Utils.getTintAppendFloatAlpha;
|
|
||||||
var camerAlpha = camera.alpha;
|
|
||||||
var managerAlpha = emitterManager.alpha;
|
|
||||||
|
|
||||||
renderer.pipelines.preBatch(emitterManager);
|
|
||||||
|
|
||||||
for (var e = 0; e < emittersLength; e++)
|
|
||||||
{
|
|
||||||
var emitter = emitters[e];
|
|
||||||
|
|
||||||
var particles = emitter.alive;
|
|
||||||
var particleCount = particles.length;
|
|
||||||
var viewBounds = emitter.viewBounds;
|
|
||||||
|
|
||||||
if (!emitter.visible || particleCount === 0 || (viewBounds && !RectangleToRectangle(viewBounds, camera.worldView)))
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (emitter.sortCallback)
|
|
||||||
{
|
|
||||||
emitter.depthSort();
|
|
||||||
}
|
|
||||||
|
|
||||||
var textureUnit = pipeline.setGameObject(emitter, emitter.defaultFrame);
|
|
||||||
|
|
||||||
camera.addToRenderList(emitter);
|
|
||||||
|
|
||||||
var scrollFactorX = emitter.scrollFactorX;
|
|
||||||
var scrollFactorY = emitter.scrollFactorY;
|
|
||||||
|
|
||||||
renderer.setBlendMode(emitter.blendMode);
|
|
||||||
|
|
||||||
if (emitter.mask)
|
|
||||||
{
|
|
||||||
emitter.mask.preRenderWebGL(renderer, emitter, camera);
|
|
||||||
|
|
||||||
renderer.pipelines.set(emitterManager.pipeline);
|
|
||||||
}
|
|
||||||
|
|
||||||
var tintEffect = 0;
|
|
||||||
|
|
||||||
for (var i = 0; i < particleCount; i++)
|
|
||||||
{
|
|
||||||
var particle = particles[i];
|
|
||||||
|
|
||||||
var alpha = particle.alpha * managerAlpha * camerAlpha;
|
|
||||||
|
|
||||||
if (alpha <= 0 || particle.scaleX === 0 || particle.scaleY === 0)
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
particleMatrix.applyITRS(particle.x, particle.y, particle.rotation, particle.scaleX, particle.scaleY);
|
|
||||||
|
|
||||||
camMatrix.copyFrom(camera.matrix);
|
|
||||||
|
|
||||||
camMatrix.multiplyWithOffset(managerMatrix, -camera.scrollX * scrollFactorX, -camera.scrollY * scrollFactorY);
|
|
||||||
|
|
||||||
// Undo the camera scroll
|
|
||||||
particleMatrix.e = particle.x;
|
|
||||||
particleMatrix.f = particle.y;
|
|
||||||
|
|
||||||
// Multiply by the particle matrix, store result in calcMatrix
|
|
||||||
camMatrix.multiply(particleMatrix, calcMatrix);
|
|
||||||
|
|
||||||
var frame = particle.frame;
|
|
||||||
|
|
||||||
var x = -frame.halfWidth;
|
|
||||||
var y = -frame.halfHeight;
|
|
||||||
|
|
||||||
var quad = calcMatrix.setQuad(x, y, x + frame.width, y + frame.height, roundPixels);
|
|
||||||
|
|
||||||
var tint = getTint(particle.tint, alpha);
|
|
||||||
|
|
||||||
pipeline.batchQuad(emitter, quad[0], quad[1], quad[2], quad[3], quad[4], quad[5], quad[6], quad[7], frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, tintEffect, texture, textureUnit);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (emitter.mask)
|
|
||||||
{
|
|
||||||
emitter.mask.postRenderWebGL(renderer, camera);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
renderer.pipelines.postBatch(emitterManager);
|
|
||||||
};
|
|
||||||
|
|
||||||
module.exports = ParticleManagerWebGLRenderer;
|
|
|
@ -15,7 +15,6 @@ module.exports = {
|
||||||
GravityWell: require('./GravityWell'),
|
GravityWell: require('./GravityWell'),
|
||||||
Particle: require('./Particle'),
|
Particle: require('./Particle'),
|
||||||
ParticleEmitter: require('./ParticleEmitter'),
|
ParticleEmitter: require('./ParticleEmitter'),
|
||||||
ParticleEmitterManager: require('./ParticleEmitterManager'),
|
|
||||||
ParticleProcessor: require('./ParticleProcessor'),
|
ParticleProcessor: require('./ParticleProcessor'),
|
||||||
Zones: require('./zones')
|
Zones: require('./zones')
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue