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Make particle animation state optional
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2 changed files with 20 additions and 4 deletions
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@ -330,11 +330,19 @@ var Particle = new Class({
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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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* It is created only if the Particle's Emitter has at least one Animation.
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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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* @type {?Phaser.Animations.AnimationState}
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* @since 3.60.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setAnim
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*/
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this.anims = null;
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if (this.emitter.anims.length > 0)
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{
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this.anims = new AnimationState(this);
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}
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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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@ -590,7 +598,10 @@ var Particle = new Class({
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return false;
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}
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if (this.anims)
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{
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this.anims.update(0, delta);
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}
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var emitter = this.emitter;
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var ops = emitter.ops;
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@ -782,8 +793,11 @@ var Particle = new Class({
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* @since 3.60.0
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*/
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destroy: function ()
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{
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if (this.anims)
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{
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this.anims.destroy();
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}
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this.anims = null;
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this.emitter = null;
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@ -1377,6 +1377,8 @@ var ParticleEmitter = new Class({
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* anim: [ 'red', 'green', 'blue', 'pink', 'white' ]
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* anim: { anims: [ 'red', 'green', 'blue', 'pink', 'white' ], [cycle: bool], [quantity: int] }
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*
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* Call this method at least once before any particles are created, or set `anim` in the Particle Emitter's configuration when creating the Emitter.
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*
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* @method Phaser.GameObjects.Particles.ParticleEmitter#setAnim
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* @since 3.60.0
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*
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