/// /// /// // 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); } })();