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Testing Emitter2 stand-alone
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5 changed files with 1017 additions and 20 deletions
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src/gameobjects/particles/Particle2.js
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788
src/gameobjects/particles/Particle2.js
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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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*
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* @return {boolean} `true` if this Particle is alive and updating, otherwise `false`.
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*/
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isAlive: function ()
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{
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return (this.lifeCurrent > 0);
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},
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/**
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* Kills this particle. This sets the `lifeCurrent` value to 0, which forces
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* the Particle to be removed the next time its parent Emitter runs an update.
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*
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* @method Phaser.GameObjects.Particles.Particle#kill
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* @since 3.60.0
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*/
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kill: function ()
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{
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this.lifeCurrent = 0;
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},
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/**
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* Sets the position of this particle to the given x/y coordinates.
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*
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* If the parameters are left undefined, it resets the particle back to 0x0.
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*
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* @method Phaser.GameObjects.Particles.Particle#setPosition
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* @since 3.60.0
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*
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* @param {number} [x=0] - The x coordinate to set this Particle to.
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* @param {number} [y=0] - The y coordinate to set this Particle to.
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*/
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setPosition: function (x, y)
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{
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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this.x = x;
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this.y = y;
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},
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/**
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* Starts this Particle from the given coordinates.
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*
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* @method Phaser.GameObjects.Particles.Particle#fire
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* @since 3.0.0
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*
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* @param {number} [x] - The x coordinate to launch this Particle from.
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* @param {number} [y] - The y coordinate to launch this Particle from.
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*/
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fire: function (x, y)
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{
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var emitter = this.emitter;
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var ops = emitter.ops;
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var anim = emitter.getAnim();
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if (anim)
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{
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this.anims.play(anim);
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}
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else
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{
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this.frame = emitter.getFrame();
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this.texture = this.frame.texture;
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}
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if (!this.frame)
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{
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throw new Error('Particle has no texture frame');
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}
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// Updates particle.x and particle.y during this call
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emitter.getEmitZone(this);
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if (x === undefined)
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{
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this.x += ops.x.onEmit(this, 'x');
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}
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else if (ops.x.steps > 0)
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{
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// EmitterOp is stepped but x was forced (follower?) so use it
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this.x += x + ops.x.onEmit(this, 'x');
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}
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else
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{
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this.x += x;
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}
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if (y === undefined)
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{
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this.y += ops.y.onEmit(this, 'y');
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}
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else if (ops.y.steps > 0)
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{
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// EmitterOp is stepped but y was forced (follower?) so use it
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this.y += y + ops.y.onEmit(this, 'y');
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}
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else
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{
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this.y += y;
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}
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this.life = ops.lifespan.onEmit(this, 'lifespan');
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this.lifeCurrent = this.life;
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this.lifeT = 0;
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var sx = ops.speedX.onEmit(this, 'speedX');
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var sy = (ops.speedY.active) ? ops.speedY.onEmit(this, 'speedY') : sx;
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if (emitter.radial)
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{
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var rad = DegToRad(ops.angle.onEmit(this, 'angle'));
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this.velocityX = Math.cos(rad) * Math.abs(sx);
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this.velocityY = Math.sin(rad) * Math.abs(sy);
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}
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else if (emitter.moveTo)
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{
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var mx = ops.moveToX.onEmit(this, 'moveToX');
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var my = ops.moveToY.onEmit(this, 'moveToY');
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var lifeS = this.life / 1000;
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this.velocityX = (mx - this.x) / lifeS;
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this.velocityY = (my - this.y) / lifeS;
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}
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else
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{
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this.velocityX = sx;
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this.velocityY = sy;
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}
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if (emitter.acceleration)
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{
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this.accelerationX = ops.accelerationX.onEmit(this, 'accelerationX');
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this.accelerationY = ops.accelerationY.onEmit(this, 'accelerationY');
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}
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this.maxVelocityX = ops.maxVelocityX.onEmit(this, 'maxVelocityX');
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this.maxVelocityY = ops.maxVelocityY.onEmit(this, 'maxVelocityY');
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this.delayCurrent = ops.delay.onEmit(this, 'delay');
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this.scaleX = ops.scaleX.onEmit(this, 'scaleX');
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this.scaleY = (ops.scaleY.active) ? ops.scaleY.onEmit(this, 'scaleY') : this.scaleX;
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this.angle = ops.rotate.onEmit(this, 'rotate');
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this.rotation = DegToRad(this.angle);
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this.bounce = ops.bounce.onEmit(this, 'bounce');
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this.alpha = ops.alpha.onEmit(this, 'alpha');
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this.tint = ops.tint.onEmit(this, 'tint');
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},
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/**
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* An internal method that calculates the velocity of the Particle.
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*
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* @method Phaser.GameObjects.Particles.Particle#computeVelocity
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* @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;
|
|
@ -5,7 +5,6 @@
|
|||
*/
|
||||
|
||||
var Add = require('../../utils/array/Add');
|
||||
var BlendModes = require('../../renderer/BlendModes');
|
||||
var Class = require('../../utils/Class');
|
||||
var Components = require('../components');
|
||||
var CopyFrom = require('../../geom/rectangle/CopyFrom');
|
||||
|
@ -20,7 +19,7 @@ var HasAny = require('../../utils/object/HasAny');
|
|||
var HasValue = require('../../utils/object/HasValue');
|
||||
var Inflate = require('../../geom/rectangle/Inflate');
|
||||
var MergeRect = require('../../geom/rectangle/MergeRect');
|
||||
var Particle = require('./Particle');
|
||||
var Particle2 = require('./Particle2');
|
||||
var RandomZone = require('./zones/RandomZone');
|
||||
var Rectangle = require('../../geom/rectangle/Rectangle');
|
||||
var RectangleToRectangle = require('../../geom/intersects/RectangleToRectangle');
|
||||
|
@ -30,6 +29,7 @@ var StableSort = require('../../utils/array/StableSort');
|
|||
var TransformMatrix = require('../components/TransformMatrix');
|
||||
var Vector2 = require('../../math/Vector2');
|
||||
var Wrap = require('../../math/Wrap');
|
||||
var List = require('../../structs/List');
|
||||
|
||||
/**
|
||||
* Names of simple configuration properties.
|
||||
|
@ -56,7 +56,7 @@ var configFastMap = [
|
|||
'maxAliveParticles',
|
||||
'maxParticles',
|
||||
'name',
|
||||
'on',
|
||||
'emitting',
|
||||
'particleBringToTop',
|
||||
'particleClass',
|
||||
'radial',
|
||||
|
@ -316,7 +316,7 @@ var ParticleEmitter2 = new Class({
|
|||
|
||||
initialize:
|
||||
|
||||
function ParticleEmitter2 (scene, config)
|
||||
function ParticleEmitter2 (scene, texture, config)
|
||||
{
|
||||
GameObject.call(this, scene, 'ParticleEmitter');
|
||||
|
||||
|
@ -329,7 +329,7 @@ var ParticleEmitter2 = new Class({
|
|||
* @since 3.0.0
|
||||
* @see Phaser.Types.GameObjects.Particles.ParticleClassConstructor
|
||||
*/
|
||||
this.particleClass = Particle;
|
||||
this.particleClass = Particle2;
|
||||
|
||||
/**
|
||||
* An internal object holding all of the EmitterOp instances.
|
||||
|
@ -933,9 +933,47 @@ var ParticleEmitter2 = new Class({
|
|||
*/
|
||||
this.sortCallback = this.depthSortCallback;
|
||||
|
||||
/**
|
||||
* 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);
|
||||
|
||||
this.setTexture(texture);
|
||||
|
||||
this.initPipeline();
|
||||
|
||||
this.fromJSON(config);
|
||||
},
|
||||
|
||||
// Overrides Game Object method
|
||||
addedToScene: function ()
|
||||
{
|
||||
this.scene.sys.updateList.add(this);
|
||||
},
|
||||
|
||||
// Overrides Game Object method
|
||||
removedFromScene: function ()
|
||||
{
|
||||
this.scene.sys.updateList.remove(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);
|
||||
},
|
||||
|
||||
/**
|
||||
* Merges configuration settings into the emitter's current settings.
|
||||
*
|
||||
|
@ -1054,7 +1092,7 @@ var ParticleEmitter2 = new Class({
|
|||
|
||||
if (this.emitting)
|
||||
{
|
||||
this.manager.emit(Events.START, this);
|
||||
this.emit(Events.START, this);
|
||||
}
|
||||
|
||||
return this;
|
||||
|
@ -1191,6 +1229,9 @@ var ParticleEmitter2 = new Class({
|
|||
*/
|
||||
getFrame: function ()
|
||||
{
|
||||
return this.frame;
|
||||
|
||||
/*
|
||||
if (this.frames.length === 1)
|
||||
{
|
||||
return this.defaultFrame;
|
||||
|
@ -1213,6 +1254,7 @@ var ParticleEmitter2 = new Class({
|
|||
|
||||
return frame;
|
||||
}
|
||||
*/
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -1232,7 +1274,6 @@ var ParticleEmitter2 = new Class({
|
|||
* @param {number} [quantity=1] - The number of consecutive particles that will receive each frame.
|
||||
*
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
setFrame: function (frames, pickRandom, quantity)
|
||||
{
|
||||
if (pickRandom === undefined) { pickRandom = true; }
|
||||
|
@ -1276,6 +1317,7 @@ var ParticleEmitter2 = new Class({
|
|||
|
||||
return this;
|
||||
},
|
||||
*/
|
||||
|
||||
/**
|
||||
* Chooses an animation from {@link Phaser.GameObjects.Particles.ParticleEmitter#anims}, if populated.
|
||||
|
@ -1950,7 +1992,7 @@ var ParticleEmitter2 = new Class({
|
|||
{
|
||||
if (zones[i].willKill(particle))
|
||||
{
|
||||
this.manager.emit(Events.DEATH_ZONE, this, particle, zones[i]);
|
||||
this.emit(Events.DEATH_ZONE, this, particle, zones[i]);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -2267,7 +2309,7 @@ var ParticleEmitter2 = new Class({
|
|||
this.duration = Math.abs(duration);
|
||||
}
|
||||
|
||||
this.manager.emit(Events.START, this);
|
||||
this.emit(Events.START, this);
|
||||
}
|
||||
|
||||
return this;
|
||||
|
@ -2302,7 +2344,7 @@ var ParticleEmitter2 = new Class({
|
|||
this.killAll();
|
||||
}
|
||||
|
||||
this.manager.emit(Events.STOP, this);
|
||||
this.emit(Events.STOP, this);
|
||||
}
|
||||
|
||||
return this;
|
||||
|
@ -2348,13 +2390,13 @@ var ParticleEmitter2 = new Class({
|
|||
* @since 3.22.0
|
||||
*
|
||||
* @return {this} This Particle Emitter.
|
||||
*/
|
||||
remove: function ()
|
||||
{
|
||||
this.manager.removeEmitter(this);
|
||||
|
||||
return this;
|
||||
},
|
||||
*/
|
||||
|
||||
/**
|
||||
* Set the property by which active particles are sorted prior to be rendered.
|
||||
|
@ -2520,7 +2562,7 @@ var ParticleEmitter2 = new Class({
|
|||
|
||||
var particle = this.emitParticle(count, x, y);
|
||||
|
||||
this.manager.emit(Events.EXPLODE, this, particle);
|
||||
this.emit(Events.EXPLODE, this, particle);
|
||||
|
||||
return particle;
|
||||
},
|
||||
|
@ -2684,7 +2726,7 @@ var ParticleEmitter2 = new Class({
|
|||
}
|
||||
|
||||
// Any particle processors?
|
||||
var processors = this.manager.getProcessors();
|
||||
var processors = this.getProcessors();
|
||||
|
||||
var particles = this.alive;
|
||||
var dead = this.dead;
|
||||
|
@ -2741,7 +2783,7 @@ var ParticleEmitter2 = new Class({
|
|||
// completeFlag
|
||||
counters[5] = 0;
|
||||
|
||||
this.manager.emit(Events.COMPLETE, this);
|
||||
this.emit(Events.COMPLETE, this);
|
||||
}
|
||||
|
||||
return;
|
||||
|
@ -2797,7 +2839,6 @@ var ParticleEmitter2 = new Class({
|
|||
* @param {Phaser.GameObjects.Components.TransformMatrix} [parentMatrix] - A temporary matrix to hold parent values during the calculations.
|
||||
*
|
||||
* @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix.
|
||||
*/
|
||||
getWorldTransformMatrix: function (tempMatrix, parentMatrix)
|
||||
{
|
||||
if (tempMatrix === undefined) { tempMatrix = this.tempMatrix1; }
|
||||
|
@ -2818,6 +2859,7 @@ var ParticleEmitter2 = new Class({
|
|||
|
||||
return tempMatrix;
|
||||
},
|
||||
*/
|
||||
|
||||
/**
|
||||
* Takes either a Rectangle Geometry object or an Arcade Physics Body and tests
|
||||
|
@ -3602,14 +3644,13 @@ var ParticleEmitter2 = new Class({
|
|||
/**
|
||||
* Destroys this Particle Emitter and all Particles it owns.
|
||||
*
|
||||
* @method Phaser.GameObjects.Particles.ParticleEmitter#destroy
|
||||
* @method Phaser.GameObjects.Particles.ParticleEmitter#preDestroy
|
||||
* @since 3.60.0
|
||||
*/
|
||||
destroy: function ()
|
||||
preDestroy: function ()
|
||||
{
|
||||
this.manager = null;
|
||||
this.texture = null;
|
||||
this.frames = null;
|
||||
// this.texture = null;
|
||||
// this.frames = null;
|
||||
this.anims = null;
|
||||
this.defaultFrame = null;
|
||||
this.emitCallback = null;
|
||||
|
|
26
src/gameobjects/particles/ParticleEmitterRender.js
Normal file
26
src/gameobjects/particles/ParticleEmitterRender.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 NOOP = require('../../utils/NOOP');
|
||||
var renderWebGL = NOOP;
|
||||
var renderCanvas = NOOP;
|
||||
|
||||
if (typeof WEBGL_RENDERER)
|
||||
{
|
||||
renderWebGL = require('./ParticleEmitterWebGLRenderer');
|
||||
}
|
||||
|
||||
if (typeof CANVAS_RENDERER)
|
||||
{
|
||||
// renderCanvas = require('./ParticleManagerCanvasRenderer');
|
||||
}
|
||||
|
||||
module.exports = {
|
||||
|
||||
renderWebGL: renderWebGL,
|
||||
renderCanvas: renderCanvas
|
||||
|
||||
};
|
136
src/gameobjects/particles/ParticleEmitterWebGLRenderer.js
Normal file
136
src/gameobjects/particles/ParticleEmitterWebGLRenderer.js
Normal file
|
@ -0,0 +1,136 @@
|
|||
/**
|
||||
* @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 ParticleEmitterWebGLRenderer = function (renderer, emitter, camera, parentMatrix)
|
||||
{
|
||||
var pipeline = renderer.pipelines.set(emitter.pipeline);
|
||||
|
||||
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 roundPixels = camera.roundPixels;
|
||||
var getTint = Utils.getTintAppendFloatAlpha;
|
||||
var camerAlpha = camera.alpha;
|
||||
var emitterAlpha = emitter.alpha;
|
||||
var texture = emitter.texture.glTexture;
|
||||
|
||||
renderer.pipelines.preBatch(emitter);
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
var textureUnit = pipeline.setGameObject(emitter, emitter.frame);
|
||||
|
||||
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(emitter.pipeline);
|
||||
}
|
||||
|
||||
var tintEffect = 0;
|
||||
|
||||
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 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(emitter);
|
||||
};
|
||||
|
||||
module.exports = ParticleEmitterWebGLRenderer;
|
|
@ -6,6 +6,7 @@
|
|||
|
||||
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.
|
||||
|
@ -25,3 +26,8 @@ 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));
|
||||
});
|
||||
|
|
Loading…
Add table
Reference in a new issue