mirror of
https://github.com/photonstorm/phaser
synced 2024-11-28 07:31:11 +00:00
Preparing new frames getter.
This commit is contained in:
parent
f40459553d
commit
c65c247393
3 changed files with 258 additions and 196 deletions
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@ -6,15 +6,15 @@ var Particle = new Class({
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initialize:
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function Particle (x, y, frame)
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function Particle ()
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{
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// Phaser.Texture.Frame
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this.frame = frame;
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this.frame = null;
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this.index = 0;
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this.x = x;
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this.y = y;
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this.x = 0;
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this.y = 0;
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// Add Acceleration (and Bounce?)
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@ -66,14 +66,14 @@ var Particle = new Class({
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*/
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},
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reset: function (x, y, frame)
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reset: function ()
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{
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this.index = 0;
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this.frame = frame;
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// this.frame = frame;
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this.x = x;
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this.y = y;
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this.x = 0;
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this.y = 0;
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this.velocityX = 0;
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this.velocityY = 0;
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@ -148,20 +148,30 @@ var Particle = new Class({
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emit: function (emitter)
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{
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// var rad = DegToRad(emitter.angle.getRandom());
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this.frame = emitter.getFrame();
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// this.velocityX = Math.cos(rad) * emitter.velocity.getRandomX();
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// this.velocityY = Math.sin(rad) * emitter.velocity.getRandomY();
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if (emitter.zone)
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{
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emitter.zone.getRandomPoint(this);
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}
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this.velocityX = emitter.velocity.getRandomX();
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this.velocityY = emitter.velocity.getRandomY();
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this.x += emitter.x;
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this.y += emitter.y;
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var sx = emitter.speed.getRandomX();
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var sy = emitter.speed.getRandomY();
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if (emitter.radial)
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{
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var rad = DegToRad(emitter.angle.getRandom());
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if (rad !== 0)
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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
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{
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this.velocityX *= Math.cos(rad);
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this.velocityY *= Math.sin(rad);
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this.velocityX = sx;
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this.velocityY = sy;
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}
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this.life = emitter.lifespan.getRandom();
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@ -176,8 +186,6 @@ var Particle = new Class({
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// emitter.alpha.copyToMinMax(this.data.alpha);
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// this.scaleX = emitter.scale.xMin;
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// this.scaleY = emitter.scale.yMin;
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@ -1,14 +1,12 @@
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var Between = require('../../math/Between');
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var Class = require('../../utils/Class');
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var Components = require('../components');
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var DegToRad = require('../../math/DegToRad');
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var Easing = require('../../math/easing');
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var GameObject = require('../GameObject');
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var GetEaseFunction = require('../../tweens/builder/GetEaseFunction');
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var MinMax2 = require('../../math/MinMax2');
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var MinMax4 = require('../../math/MinMax4');
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var Particle = require('./Particle');
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var StableSort = require('../../utils/array/StableSort');
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var GetRandomElement = require('../../utils/array/GetRandomElement');
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var ParticleEmitter = new Class({
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@ -29,19 +27,23 @@ var ParticleEmitter = new Class({
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this.key = '';
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this.frame = manager.frame;
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this.particleClass = Particle;
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this.frames = [];
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this.dead = [];
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this.alive = [];
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this.x = 0;
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this.y = 0;
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// Implement ease into the MinMax component?
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// How can the emitter pick from a random frame OR a fixed frame?
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this.velocity = new MinMax4();
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// A radial emitter will emit particles in all directions between angle min and max
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// A point emitter will emit particles only in the direction set by the speed values
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this.radial = true;
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this.speed = new MinMax4();
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this.scale = new MinMax4(1);
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@ -49,7 +51,7 @@ var ParticleEmitter = new Class({
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this.alpha = new MinMax2(1);
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this.angle = new MinMax2();
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this.angle = new MinMax2(0, 360);
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this.particleAngle = new MinMax2();
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@ -59,50 +61,55 @@ var ParticleEmitter = new Class({
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this.deathCallback = null;
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this.deathCallbackScope = null;
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// Set to hard limit the amount of particle objects this emitter is allowed to create
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this.maxParticles = 0;
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// How many particles are emitted each time the emitter updates
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this.emitCount = 1;
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/**
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* @property {number} frequency - How often a particle is emitted in ms (if emitter is started with Explode === false).
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*/
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this.frequency = 100;
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// How often a particle is emitted in ms (if emitter is a constant / flow emitter)
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// If emitter is an explosion emitter this value will be -1.
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// Anything > -1 sets this to be a flow emitter
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this.frequency = 0;
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/**
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* @property {boolean} on - Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.
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* @default
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*/
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this.on = false;
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// this.enabled = true;
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// Controls if the emitter is currently emitting particles. Already alive particles will continue to update until they expire.
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this.on = true;
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/**
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* @property {boolean} particleBringToTop - If this is `true` then when the Particle is emitted it will be bought to the top of the Emitters display list.
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* @default
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*/
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this.particleBringToTop = false;
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/**
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* @property {boolean} particleSendToBack - If this is `true` then when the Particle is emitted it will be sent to the back of the Emitters display list.
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* @default
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*/
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this.particleSendToBack = false;
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// Newly emitted particles are added to the top of the particle list, i.e. rendered above those already alive. Set to false to send them to the back.
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this.particleBringToTop = true;
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this.timeScale = 1;
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// this.delay = 0;
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// this.delayCounter = 0;
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// this.allowCreation = true;
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this._counter = 0;
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this.emitShape = null;
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// Optional Particle emission zone - must be an object that supports a `getRandomPoint` function, such as a Rectangle, Circle, Path, etc.
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this.zone = null;
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this.easingFunctionAlpha = Easing.Linear;
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this.easingFunctionScale = Easing.Linear;
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this.easingFunctionRotation = Easing.Linear;
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// this.easingFunctionAlpha = Easing.Linear;
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// this.easingFunctionScale = Easing.Linear;
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// this.easingFunctionRotation = Easing.Linear;
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this.active = true;
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},
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getFrame: function ()
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{
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return GetRandomElement(this.frames);
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},
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// Either a single frame (numeric / string based), or an array of frames to randomly pick from
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setFrame: function (frame)
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{
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this.frame = this.manager.texture.get(frame);
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this.manager.setEmitterFrames(frame, this);
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return this;
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},
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setRadial: function (value)
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{
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if (value === undefined) { value = true; }
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this.radial = value;
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return this;
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},
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@ -151,9 +158,9 @@ var ParticleEmitter = new Class({
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// Particle Emission
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setVelocity: function (xMin, xMax, yMin, yMax)
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setSpeed: function (xMin, xMax, yMin, yMax)
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{
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this.velocity.set(xMin, xMax, yMin, yMax);
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this.speed.set(xMin, xMax, yMin, yMax);
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return this;
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},
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@ -200,17 +207,26 @@ var ParticleEmitter = new Class({
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return this;
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},
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setDelay: function (delay)
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setFrequency: function (frequency)
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{
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this.delay = delay;
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this.delayCounter = delay / 1000;
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this.frequency = frequency;
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this._counter = 0;
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return this;
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},
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setShape: function (shape)
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// The zone must have a function called `getRandomPoint` that takes an object and sets
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// its x and y properties accordingly then returns that object
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setZone: function (zone)
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{
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this.emitShape = shape;
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if (zone === undefined)
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{
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this.zone = null;
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}
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else if (typeof zone.getRandomPoint === 'function')
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{
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this.zone = zone;
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}
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return this;
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},
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@ -221,9 +237,9 @@ var ParticleEmitter = new Class({
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{
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var dead = this.dead;
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for (var count = 0; count < particleCount; ++count)
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for (var i = 0; i < particleCount; i++)
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{
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dead.push(new this.particleClass(this.x, this.y, this.frame));
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dead.push(new this.particleClass());
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}
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return this;
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@ -244,6 +260,11 @@ var ParticleEmitter = new Class({
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return this.getAliveParticleCount() + this.getDeadParticleCount();
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},
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atLimit: function ()
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{
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return (this.maxParticles > 0 && this.getParticleCount() === this.maxParticles);
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},
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onParticleDeath: function (callback, context)
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{
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if (callback === undefined)
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@ -285,7 +306,8 @@ var ParticleEmitter = new Class({
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for (var index = 0; index < length; ++index)
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{
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callback.call(thisArg, alive[index]);
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// Sends the Particle and the Emitter
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callback.call(thisArg, alive[index], this);
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}
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return this;
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@ -298,12 +320,22 @@ var ParticleEmitter = new Class({
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for (var index = 0; index < length; ++index)
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{
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callback.call(thisArg, dead[index]);
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// Sends the Particle and the Emitter
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callback.call(thisArg, dead[index], this);
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}
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return this;
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},
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start: function ()
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{
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this.on = true;
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this._counter = 0;
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return this;
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},
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pause: function ()
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{
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this.active = false;
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@ -318,93 +350,95 @@ var ParticleEmitter = new Class({
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return this;
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},
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explode: function (count)
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flow: function (frequency, count)
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{
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this.emit(count);
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if (count === undefined) { count = 1; }
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return this;
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this.frequency = frequency;
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this.emitCount = count;
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return this.start();
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},
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explode: function (count, x, y)
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{
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this.frequency = -1;
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return this.emit(count, x, y);
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},
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emitAt: function (x, y, count)
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{
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return this.emit(count, x, y);
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},
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emit: function (count, x, y)
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{
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if (count === undefined) { count = 1; }
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var output = [];
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if (this.atLimit())
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{
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return output;
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}
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// Store emitter coordinates in-case this was a placement explode, or emitAt
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var oldX = this.x;
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var oldY = this.y;
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if (x !== undefined)
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{
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this.x = x;
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this.y = y;
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}
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var particle = this.emit(count);
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if (y !== undefined)
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{
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this.y = y;
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}
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var dead = this.dead;
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for (var i = 0; i < count; i++)
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{
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var particle;
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if (dead.length > 0)
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{
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particle = dead.pop();
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particle.reset();
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}
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else
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{
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particle = new this.particleClass();
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}
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particle.emit(this);
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if (this.particleBringToTop)
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{
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this.alive.push(particle);
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}
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else
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{
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this.alive.unshift(particle);
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}
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output.push(particle);
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if (this.atLimit())
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{
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break;
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}
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}
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this.x = oldX;
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this.y = oldY;
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return particle;
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},
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emit: function (count)
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{
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if (count === undefined) { count = 1; }
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var particle = null;
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var x = this.x;
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var y = this.y;
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// var shape = this.emitShape;
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var dead = this.dead;
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var allowCreation = true;
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for (var index = 0; index < count; index++)
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{
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if (dead.length > 0)
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{
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particle = dead.pop();
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particle.reset(x, y, this.frame);
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}
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else if (allowCreation)
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{
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particle = new this.particleClass(x, y, this.frame);
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}
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else
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{
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return null;
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}
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// if (shape)
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// {
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// shape.getRandomPoint(particle);
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// particle.x += x;
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// particle.y += y;
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// }
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particle.emit(this);
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// particle.velocityX = vx;
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// particle.velocityY = vy;
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// particle.life = Math.max(this.life, Number.MIN_VALUE);
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// particle.lifeStep = particle.life;
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// particle.start.scale = this.startScale;
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// particle.end.scale = this.endScale;
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// particle.scaleX = this.startScale;
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// particle.scaleY = this.startScale;
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// particle.start.alpha = this.startAlpha;
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// particle.end.alpha = this.endAlpha;
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// particle.start.rotation = DegToRad(this.startAngle);
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// particle.end.rotation = DegToRad(this.endAngle);
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// particle.color = (particle.color & 0x00FFFFFF) | (((this.startAlpha * 0xFF)|0) << 24);
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// particle.index = this.alive.length;
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this.alive.push(particle);
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}
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return particle;
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return output;
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},
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preUpdate: function (time, delta)
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@ -412,17 +446,10 @@ var ParticleEmitter = new Class({
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// Scale the delta
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delta *= this.timeScale;
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var dead = this.dead;
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var step = (delta / 1000);
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var particles = this.alive;
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var length = particles.length;
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var step = (delta / 1000);
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var deathCallback = this.deathCallback;
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var deathCallbackScope = this.deathCallbackScope;
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/* Simulation */
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for (var index = 0; index < length; index++)
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{
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var particle = particles[index];
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@ -432,67 +459,49 @@ var ParticleEmitter = new Class({
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{
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// Moves the dead particle to the end of the particles array (ready for splicing out later)
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var last = particles[length - 1];
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particles[length - 1] = particle;
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particles[index] = last;
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index -= 1;
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length -= 1;
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}
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/*
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particle.velocityX += gravityX;
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particle.velocityY += gravityY;
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particle.x += particle.velocityX * emitterStep;
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particle.y += particle.velocityY * emitterStep;
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particle.normLifeStep = particle.lifeStep / particle.life;
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var norm = 1 - particle.normLifeStep;
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var alphaEase = this.easingFunctionAlpha(norm);
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var scaleEase = this.easingFunctionScale(norm);
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var rotationEase = this.easingFunctionRotation(norm);
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var alphaf = (particle.end.alpha - particle.start.alpha) * alphaEase + particle.start.alpha;
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var scale = (particle.end.scale - particle.start.scale) * scaleEase + particle.start.scale;
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var rotation = (particle.end.rotation - particle.start.rotation) * rotationEase + particle.start.rotation;
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particle.scaleX = particle.scaleY = scale;
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particle.color = (particle.color & 0x00FFFFFF) | (((alphaf * 0xFF)|0) << 24);
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particle.rotation = rotation;
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|
||||
if (particle.lifeStep <= 0)
|
||||
{
|
||||
var last = particles[length - 1];
|
||||
particles[length - 1] = particle;
|
||||
particles[index] = last;
|
||||
index -= 1;
|
||||
length -= 1;
|
||||
|
||||
if (deathCallback)
|
||||
{
|
||||
deathCallback.call(deathCallbackScope, particle);
|
||||
}
|
||||
}
|
||||
|
||||
particle.lifeStep -= emitterStep;
|
||||
*/
|
||||
}
|
||||
|
||||
// Move dead particles to the dead array
|
||||
// We can skip this for 'emitCount' number of particles if 'this.enabled'
|
||||
var deadLength = particles.length - length;
|
||||
|
||||
if (deadLength > 0)
|
||||
{
|
||||
dead.push.apply(dead, particles.splice(particles.length - deadLength, deadLength));
|
||||
var rip = particles.splice(particles.length - deadLength, deadLength);
|
||||
|
||||
var deathCallback = this.deathCallback;
|
||||
var deathCallbackScope = this.deathCallbackScope;
|
||||
|
||||
if (deathCallback)
|
||||
{
|
||||
for (var i = 0; i < rip.length; i++)
|
||||
{
|
||||
deathCallback.call(deathCallbackScope, rip[i]);
|
||||
}
|
||||
}
|
||||
|
||||
this.dead.concat(rip);
|
||||
|
||||
StableSort(particles, this.indexSort);
|
||||
}
|
||||
|
||||
// this.delayCounter -= emitterStep;
|
||||
if (this.frequency > -1 && this.on)
|
||||
{
|
||||
this._counter -= delta;
|
||||
|
||||
// if (this.delayCounter <= 0 && this.enabled)
|
||||
// {
|
||||
if (this._counter <= 0)
|
||||
{
|
||||
this.emit(this.emitCount);
|
||||
// this.delayCounter = this.delay / 1000;
|
||||
// }
|
||||
|
||||
this._counter = this.frequency;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
indexSort: function (a, b)
|
||||
|
|
|
@ -9,7 +9,6 @@ var ParticleEmitterManager = new Class({
|
|||
Extends: GameObject,
|
||||
|
||||
Mixins: [
|
||||
Components.Texture,
|
||||
Components.Visible,
|
||||
Render
|
||||
],
|
||||
|
@ -25,8 +24,14 @@ var ParticleEmitterManager = new Class({
|
|||
|
||||
this.timeScale = 1;
|
||||
|
||||
this.texture = null;
|
||||
this.frame = null;
|
||||
this.frameNames = [];
|
||||
|
||||
this.setTexture(texture, frame);
|
||||
|
||||
// Array of frame names the emitters are allowed to use
|
||||
|
||||
this.emitters = [];
|
||||
|
||||
if (emitters !== undefined)
|
||||
|
@ -44,6 +49,46 @@ var ParticleEmitterManager = new Class({
|
|||
}
|
||||
},
|
||||
|
||||
setTexture: function (key, frame)
|
||||
{
|
||||
this.texture = this.scene.sys.textures.get(key);
|
||||
|
||||
return this.setFrame(frame);
|
||||
},
|
||||
|
||||
setFrame: function (frame)
|
||||
{
|
||||
this.frame = this.texture.get(frame);
|
||||
|
||||
this.frameNames = this.texture.getFramesFromTextureSource(this.frame.sourceIndex);
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
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));
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
addEmitter: function (emitter)
|
||||
{
|
||||
this.emitters.push(emitter);
|
||||
|
|
Loading…
Reference in a new issue