///
///
///
// Actually we could achieve the same result as this by using a sprite sheet and basic Particle
// but it still shows you how to use it properly from TypeScript, so it was worth making
class customParticle extends Phaser.Particle {
constructor(game:Phaser.Game) {
super(game);
var s = ['carrot', 'melon', 'eggplant', 'mushroom', 'pineapple'];
this.texture.loadImage(game.math.getRandom(s));
}
}
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
var emitter: Phaser.Emitter;
function init() {
game.load.image('carrot', 'assets/sprites/carrot.png');
game.load.image('melon', 'assets/sprites/melon.png');
game.load.image('eggplant', 'assets/sprites/eggplant.png');
game.load.image('mushroom', 'assets/sprites/mushroom.png');
game.load.image('pineapple', 'assets/sprites/pineapple.png');
game.load.start();
}
function create() {
emitter = game.add.emitter(game.stage.centerX, 50);
emitter.gravity = 100;
// Here we tell the emitter to use our customParticle class
// The customParticle needs to extend Particle and must take game:Game as the first constructor parameter, otherwise it's free as a bird
emitter.particleClass = customParticle;
emitter.makeParticles(null, 500, false, 0);
emitter.start(false, 10, 0.05);
}
})();