/** * @author Richard Davey * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Emitter is a lightweight particle emitter that uses Arcade Physics. * It can be used for one-time explosions or for continuous effects like rain and fire. * All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly. * * @class Phaser.Particles.Arcade.Emitter * @constructor * @extends Phaser.Group * @param {Phaser.Game} game - Current game instance. * @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from. * @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from. * @param {number} [maxParticles=50] - The total number of particles in this emitter. */ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) { /** * @property {number} maxParticles - The total number of particles in this emitter. * @default */ this.maxParticles = maxParticles || 50; Phaser.Group.call(this, game); /** * @property {string} name - A handy string name for this emitter. Can be set to anything. */ this.name = 'emitter' + this.game.particles.ID++; /** * @property {number} type - Internal Phaser Type value. * @protected */ this.type = Phaser.EMITTER; /** * @property {number} physicsType - The const physics body type of this object. * @readonly */ this.physicsType = Phaser.GROUP; /** * @property {Phaser.Rectangle} area - The area of the emitter. Particles can be randomly generated from anywhere within this rectangle. * @default */ this.area = new Phaser.Rectangle(x, y, 1, 1); /** * @property {Phaser.Point} minParticleSpeed - The minimum possible velocity of a particle. * @default */ this.minParticleSpeed = new Phaser.Point(-100, -100); /** * @property {Phaser.Point} maxParticleSpeed - The maximum possible velocity of a particle. * @default */ this.maxParticleSpeed = new Phaser.Point(100, 100); /** * @property {number} minParticleScale - The minimum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see minParticleScaleX. * @default */ this.minParticleScale = 1; /** * @property {number} maxParticleScale - The maximum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see maxParticleScaleX. * @default */ this.maxParticleScale = 1; /** * @property {array} scaleData - An array of the calculated scale easing data applied to particles with scaleRates > 0. */ this.scaleData = null; /** * @property {number} minRotation - The minimum possible angular velocity of a particle. * @default */ this.minRotation = -360; /** * @property {number} maxRotation - The maximum possible angular velocity of a particle. * @default */ this.maxRotation = 360; /** * @property {number} minParticleAlpha - The minimum possible alpha value of a particle. * @default */ this.minParticleAlpha = 1; /** * @property {number} maxParticleAlpha - The maximum possible alpha value of a particle. * @default */ this.maxParticleAlpha = 1; /** * @property {array} alphaData - An array of the calculated alpha easing data applied to particles with alphaRates > 0. */ this.alphaData = null; /** * @property {number} gravity - Sets the `body.gravity.y` of each particle sprite to this value on launch. * @default */ this.gravity = 100; /** * @property {any} particleClass - For emitting your own particle class types. They must extend Phaser.Particle. * @default */ this.particleClass = Phaser.Particle; /** * @property {Phaser.Point} particleDrag - The X and Y drag component of particles launched from the emitter. */ this.particleDrag = new Phaser.Point(); /** * @property {number} angularDrag - The angular drag component of particles launched from the emitter if they are rotating. * @default */ this.angularDrag = 0; /** * @property {number} frequency - How often a particle is emitted in ms (if emitter is started with Explode === false). * @default */ this.frequency = 100; /** * @property {number} lifespan - How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles to live forever. * @default */ this.lifespan = 2000; /** * @property {Phaser.Point} bounce - How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce. */ this.bounce = new Phaser.Point(); /** * @property {boolean} on - Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this. * @default */ this.on = false; /** * @property {Phaser.Point} particleAnchor - When a particle is created its anchor will be set to match this Point object (defaults to x/y: 0.5 to aid in rotation) * @default */ this.particleAnchor = new Phaser.Point(0.5, 0.5); /** * @property {number} blendMode - The blendMode as set on the particle when emitted from the Emitter. Defaults to NORMAL. Needs browser capable of supporting canvas blend-modes (most not available in WebGL) * @default */ this.blendMode = Phaser.blendModes.NORMAL; /** * The point the particles are emitted from. * Emitter.x and Emitter.y control the containers location, which updates all current particles * Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position. * @property {number} emitX */ this.emitX = x; /** * The point the particles are emitted from. * Emitter.x and Emitter.y control the containers location, which updates all current particles * Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position. * @property {number} emitY */ this.emitY = y; /** * @property {boolean} autoScale - When a new Particle is emitted this controls if it will automatically scale in size. Use Emitter.setScale to configure. */ this.autoScale = false; /** * @property {boolean} autoAlpha - When a new Particle is emitted this controls if it will automatically change alpha. Use Emitter.setAlpha to configure. */ this.autoAlpha = false; /** * @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. * @default */ this.particleBringToTop = false; /** * @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. * @default */ this.particleSendToBack = false; /** * @property {Phaser.Point} _minParticleScale - Internal particle scale var. * @private */ this._minParticleScale = new Phaser.Point(1, 1); /** * @property {Phaser.Point} _maxParticleScale - Internal particle scale var. * @private */ this._maxParticleScale = new Phaser.Point(1, 1); /** * @property {number} _quantity - Internal helper for deciding how many particles to launch. * @private */ this._quantity = 0; /** * @property {number} _timer - Internal helper for deciding when to launch particles or kill them. * @private */ this._timer = 0; /** * @property {number} _counter - Internal counter for figuring out how many particles to launch. * @private */ this._counter = 0; /** * @property {number} _flowQuantity - Internal counter for figuring out how many particles to launch per flow update. * @private */ this._flowQuantity = 0; /** * @property {number} _flowTotal - Internal counter for figuring out how many particles to launch in total. * @private */ this._flowTotal = 0; /** * @property {boolean} _explode - Internal helper for the style of particle emission (all at once, or one at a time). * @private */ this._explode = true; /** * @property {any} _frames - Internal helper for the particle frame. * @private */ this._frames = null; }; Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype); Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.Emitter; /** * Called automatically by the game loop, decides when to launch particles and when to "die". * * @method Phaser.Particles.Arcade.Emitter#update */ Phaser.Particles.Arcade.Emitter.prototype.update = function () { if (this.on && this.game.time.time >= this._timer) { this._timer = this.game.time.time + this.frequency * this.game.time.slowMotion; if (this._flowTotal !== 0) { if (this._flowQuantity > 0) { for (var i = 0; i < this._flowQuantity; i++) { if (this.emitParticle()) { this._counter++; if (this._flowTotal !== -1 && this._counter >= this._flowTotal) { this.on = false; break; } } } } else { if (this.emitParticle()) { this._counter++; if (this._flowTotal !== -1 && this._counter >= this._flowTotal) { this.on = false; } } } } else { if (this.emitParticle()) { this._counter++; if (this._quantity > 0 && this._counter >= this._quantity) { this.on = false; } } } } var i = this.children.length; while (i--) { if (this.children[i].exists) { this.children[i].update(); } } }; /** * This function generates a new set of particles for use by this emitter. * The particles are stored internally waiting to be emitted via Emitter.start. * * @method Phaser.Particles.Arcade.Emitter#makeParticles * @param {array|string} keys - A string or an array of strings that the particle sprites will use as their texture. If an array one is picked at random. * @param {array|number} [frames=0] - A frame number, or array of frames that the sprite will use. If an array one is picked at random. * @param {number} [quantity] - The number of particles to generate. If not given it will use the value of Emitter.maxParticles. If the value is greater than Emitter.maxParticles it will use Emitter.maxParticles as the quantity. * @param {boolean} [collide=false] - If you want the particles to be able to collide with other Arcade Physics bodies then set this to true. * @param {boolean} [collideWorldBounds=false] - A particle can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide, collideWorldBounds) { if (typeof frames === 'undefined') { frames = 0; } if (typeof quantity === 'undefined') { quantity = this.maxParticles; } if (typeof collide === 'undefined') { collide = false; } if (typeof collideWorldBounds === 'undefined') { collideWorldBounds = false; } var particle; var i = 0; var rndKey = keys; var rndFrame = frames; this._frames = frames; if (quantity > this.maxParticles) { this.maxParticles = quantity; } while (i < quantity) { if (Array.isArray(keys)) { rndKey = this.game.rnd.pick(keys); } if (Array.isArray(frames)) { rndFrame = this.game.rnd.pick(frames); } particle = new this.particleClass(this.game, 0, 0, rndKey, rndFrame); this.game.physics.arcade.enable(particle, false); if (collide) { particle.body.checkCollision.any = true; particle.body.checkCollision.none = false; } else { particle.body.checkCollision.none = true; } particle.body.collideWorldBounds = collideWorldBounds; particle.body.skipQuadTree = true; particle.exists = false; particle.visible = false; particle.anchor.copyFrom(this.particleAnchor); this.add(particle); i++; } return this; }; /** * Call this function to turn off all the particles and the emitter. * * @method Phaser.Particles.Arcade.Emitter#kill */ Phaser.Particles.Arcade.Emitter.prototype.kill = function () { this.on = false; this.alive = false; this.exists = false; }; /** * Handy for bringing game objects "back to life". Just sets alive and exists back to true. * * @method Phaser.Particles.Arcade.Emitter#revive */ Phaser.Particles.Arcade.Emitter.prototype.revive = function () { this.alive = true; this.exists = true; }; /** * Call this function to emit the given quantity of particles at all once (an explosion) * * @method Phaser.Particles.Arcade.Emitter#explode * @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever. * @param {number} [quantity=0] - How many particles to launch. */ Phaser.Particles.Arcade.Emitter.prototype.explode = function (lifespan, quantity) { this._flowTotal = 0; this.start(true, lifespan, 0, quantity, false); }; /** * Call this function to start emitting a flow of particles at the given frequency. * It will carry on going until the total given is reached. * Each time the flow is run the quantity number of particles will be emitted together. * If you set the total to be 20 and quantity to be 5 then flow will emit 4 times in total (4 x 5 = 20 total) * If you set the total to be -1 then no quantity cap is used and it will keep emitting. * * @method Phaser.Particles.Arcade.Emitter#flow * @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever. * @param {number} [frequency=250] - Frequency is how often to emit the particles, given in ms. * @param {number} [quantity=1] - How many particles to launch each time the frequency is met. Can never be > Emitter.maxParticles. * @param {number} [total=-1] - How many particles to launch in total. If -1 it will carry on indefinitely. * @param {boolean} [immediate=true] - Should the flow start immediately (true) or wait until the first frequency event? (false) */ Phaser.Particles.Arcade.Emitter.prototype.flow = function (lifespan, frequency, quantity, total, immediate) { if (typeof quantity === 'undefined' || quantity === 0) { quantity = 1; } if (typeof total === 'undefined') { total = -1; } if (typeof immediate === 'undefined') { immediate = true; } if (quantity > this.maxParticles) { quantity = this.maxParticles; } this._counter = 0; this._flowQuantity = quantity; this._flowTotal = total; if (immediate) { this.start(true, lifespan, frequency, quantity); this._counter += quantity; this.on = true; this._timer = this.game.time.time + frequency * this.game.time.slowMotion; } else { this.start(false, lifespan, frequency, quantity); } }; /** * Call this function to start emitting particles. * * @method Phaser.Particles.Arcade.Emitter#start * @param {boolean} [explode=true] - Whether the particles should all burst out at once (true) or at the frequency given (false). * @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever. * @param {number} [frequency=250] - Ignored if Explode is set to true. Frequency is how often to emit 1 particle. Value given in ms. * @param {number} [quantity=0] - How many particles to launch. 0 = "all of the particles" which will keep emitting until Emitter.maxParticles is reached. * @param {number} [forceQuantity=false] - If `true` and creating a particle flow, the quantity emitted will be forced to the be quantity given in this call. This can never exceed Emitter.maxParticles. */ Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity, forceQuantity) { if (typeof explode === 'undefined') { explode = true; } if (typeof lifespan === 'undefined') { lifespan = 0; } if (typeof frequency === 'undefined' || frequency === null) { frequency = 250; } if (typeof quantity === 'undefined') { quantity = 0; } if (typeof forceQuantity === 'undefined') { forceQuantity = false; } if (quantity > this.maxParticles) { quantity = this.maxParticles; } this.revive(); this.visible = true; this.lifespan = lifespan; this.frequency = frequency; if (explode || forceQuantity) { for (var i = 0; i < quantity; i++) { this.emitParticle(); } } else { this.on = true; this._quantity += quantity; this._counter = 0; this._timer = this.game.time.time + frequency * this.game.time.slowMotion; } }; /** * This function can be used both internally and externally to emit the next particle in the queue. * * @method Phaser.Particles.Arcade.Emitter#emitParticle * @return {boolean} True if a particle was emitted, otherwise false. */ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () { var particle = this.getFirstExists(false); if (particle === null) { return false; } if (this.width > 1 || this.height > 1) { particle.reset(this.game.rnd.integerInRange(this.left, this.right), this.game.rnd.integerInRange(this.top, this.bottom)); } else { particle.reset(this.emitX, this.emitY); } particle.angle = 0; particle.lifespan = this.lifespan; if (this.particleBringToTop) { this.bringToTop(particle); } else if (this.particleSendToBack) { this.sendToBack(particle); } if (this.autoScale) { particle.setScaleData(this.scaleData); } else if (this.minParticleScale !== 1 || this.maxParticleScale !== 1) { particle.scale.set(this.game.rnd.realInRange(this.minParticleScale, this.maxParticleScale)); } else if ((this._minParticleScale.x !== this._maxParticleScale.x) || (this._minParticleScale.y !== this._maxParticleScale.y)) { particle.scale.set(this.game.rnd.realInRange(this._minParticleScale.x, this._maxParticleScale.x), this.game.rnd.realInRange(this._minParticleScale.y, this._maxParticleScale.y)); } if (Array.isArray(this._frames === 'object')) { particle.frame = this.game.rnd.pick(this._frames); } else { particle.frame = this._frames; } if (this.autoAlpha) { particle.setAlphaData(this.alphaData); } else { particle.alpha = this.game.rnd.realInRange(this.minParticleAlpha, this.maxParticleAlpha); } particle.blendMode = this.blendMode; particle.body.updateBounds(); particle.body.bounce.setTo(this.bounce.x, this.bounce.y); particle.body.velocity.x = this.game.rnd.between(this.minParticleSpeed.x, this.maxParticleSpeed.x); particle.body.velocity.y = this.game.rnd.between(this.minParticleSpeed.y, this.maxParticleSpeed.y); particle.body.angularVelocity = this.game.rnd.between(this.minRotation, this.maxRotation); particle.body.gravity.y = this.gravity; particle.body.drag.x = this.particleDrag.x; particle.body.drag.y = this.particleDrag.y; particle.body.angularDrag = this.angularDrag; particle.onEmit(); return true; }; /** * Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager. * * @method Phaser.Particles.Arcade.Emitter#destroy */ Phaser.Particles.Arcade.Emitter.prototype.destroy = function () { this.game.particles.remove(this); Phaser.Group.prototype.destroy.call(this, true, false); }; /** * A more compact way of setting the width and height of the emitter. * * @method Phaser.Particles.Arcade.Emitter#setSize * @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions). * @param {number} height - The desired height of the emitter. */ Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) { this.area.width = width; this.area.height = height; }; /** * A more compact way of setting the X velocity range of the emitter. * @method Phaser.Particles.Arcade.Emitter#setXSpeed * @param {number} [min=0] - The minimum value for this range. * @param {number} [max=0] - The maximum value for this range. */ Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) { min = min || 0; max = max || 0; this.minParticleSpeed.x = min; this.maxParticleSpeed.x = max; }; /** * A more compact way of setting the Y velocity range of the emitter. * @method Phaser.Particles.Arcade.Emitter#setYSpeed * @param {number} [min=0] - The minimum value for this range. * @param {number} [max=0] - The maximum value for this range. */ Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) { min = min || 0; max = max || 0; this.minParticleSpeed.y = min; this.maxParticleSpeed.y = max; }; /** * A more compact way of setting the angular velocity constraints of the particles. * * @method Phaser.Particles.Arcade.Emitter#setRotation * @param {number} [min=0] - The minimum value for this range. * @param {number} [max=0] - The maximum value for this range. */ Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) { min = min || 0; max = max || 0; this.minRotation = min; this.maxRotation = max; }; /** * A more compact way of setting the alpha constraints of the particles. * The rate parameter, if set to a value above zero, lets you set the speed at which the Particle change in alpha from min to max. * If rate is zero, which is the default, the particle won't change alpha - instead it will pick a random alpha between min and max on emit. * * @method Phaser.Particles.Arcade.Emitter#setAlpha * @param {number} [min=1] - The minimum value for this range. * @param {number} [max=1] - The maximum value for this range. * @param {number} [rate=0] - The rate (in ms) at which the particles will change in alpha from min to max, or set to zero to pick a random alpha between the two. * @param {function} [ease=Phaser.Easing.Linear.None] - If you've set a rate > 0 this is the easing formula applied between the min and max values. * @param {boolean} [yoyo=false] - If you've set a rate > 0 you can set if the ease will yoyo or not (i.e. ease back to its original values) */ Phaser.Particles.Arcade.Emitter.prototype.setAlpha = function (min, max, rate, ease, yoyo) { if (typeof min === 'undefined') { min = 1; } if (typeof max === 'undefined') { max = 1; } if (typeof rate === 'undefined') { rate = 0; } if (typeof ease === 'undefined') { ease = Phaser.Easing.Linear.None; } if (typeof yoyo === 'undefined') { yoyo = false; } this.minParticleAlpha = min; this.maxParticleAlpha = max; this.autoAlpha = false; if (rate > 0 && min !== max) { var tweenData = { v: min }; var tween = this.game.make.tween(tweenData).to( { v: max }, rate, ease); tween.yoyo(yoyo); this.alphaData = tween.generateData(60); // Inverse it so we don't have to do array length look-ups in Particle update loops this.alphaData.reverse(); this.autoAlpha = true; } }; /** * A more compact way of setting the scale constraints of the particles. * The rate parameter, if set to a value above zero, lets you set the speed and ease which the Particle uses to change in scale from min to max across both axis. * If rate is zero, which is the default, the particle won't change scale during update, instead it will pick a random scale between min and max on emit. * * @method Phaser.Particles.Arcade.Emitter#setScale * @param {number} [minX=1] - The minimum value of Particle.scale.x. * @param {number} [maxX=1] - The maximum value of Particle.scale.x. * @param {number} [minY=1] - The minimum value of Particle.scale.y. * @param {number} [maxY=1] - The maximum value of Particle.scale.y. * @param {number} [rate=0] - The rate (in ms) at which the particles will change in scale from min to max, or set to zero to pick a random size between the two. * @param {function} [ease=Phaser.Easing.Linear.None] - If you've set a rate > 0 this is the easing formula applied between the min and max values. * @param {boolean} [yoyo=false] - If you've set a rate > 0 you can set if the ease will yoyo or not (i.e. ease back to its original values) */ Phaser.Particles.Arcade.Emitter.prototype.setScale = function (minX, maxX, minY, maxY, rate, ease, yoyo) { if (typeof minX === 'undefined') { minX = 1; } if (typeof maxX === 'undefined') { maxX = 1; } if (typeof minY === 'undefined') { minY = 1; } if (typeof maxY === 'undefined') { maxY = 1; } if (typeof rate === 'undefined') { rate = 0; } if (typeof ease === 'undefined') { ease = Phaser.Easing.Linear.None; } if (typeof yoyo === 'undefined') { yoyo = false; } // Reset these this.minParticleScale = 1; this.maxParticleScale = 1; this._minParticleScale.set(minX, minY); this._maxParticleScale.set(maxX, maxY); this.autoScale = false; if (rate > 0 && ((minX !== maxX) || (minY !== maxY))) { var tweenData = { x: minX, y: minY }; var tween = this.game.make.tween(tweenData).to( { x: maxX, y: maxY }, rate, ease); tween.yoyo(yoyo); this.scaleData = tween.generateData(60); // Inverse it so we don't have to do array length look-ups in Particle update loops this.scaleData.reverse(); this.autoScale = true; } }; /** * Change the emitters center to match the center of any object with a `center` property, such as a Sprite. * If the object doesn't have a center property it will be set to object.x + object.width / 2 * * @method Phaser.Particles.Arcade.Emitter#at * @param {object|Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Text|PIXI.DisplayObject} object - The object that you wish to match the center with. */ Phaser.Particles.Arcade.Emitter.prototype.at = function (object) { if (object.center) { this.emitX = object.center.x; this.emitY = object.center.y; } else { this.emitX = object.world.x + (object.anchor.x * object.width); this.emitY = object.world.y + (object.anchor.y * object.height); } }; /** * @name Phaser.Particles.Arcade.Emitter#width * @property {number} width - Gets or sets the width of the Emitter. This is the region in which a particle can be emitted. */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "width", { get: function () { return this.area.width; }, set: function (value) { this.area.width = value; } }); /** * @name Phaser.Particles.Arcade.Emitter#height * @property {number} height - Gets or sets the height of the Emitter. This is the region in which a particle can be emitted. */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "height", { get: function () { return this.area.height; }, set: function (value) { this.area.height = value; } }); /** * @name Phaser.Particles.Arcade.Emitter#x * @property {number} x - Gets or sets the x position of the Emitter. */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "x", { get: function () { return this.emitX; }, set: function (value) { this.emitX = value; } }); /** * @name Phaser.Particles.Arcade.Emitter#y * @property {number} y - Gets or sets the y position of the Emitter. */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "y", { get: function () { return this.emitY; }, set: function (value) { this.emitY = value; } }); /** * @name Phaser.Particles.Arcade.Emitter#left * @property {number} left - Gets the left position of the Emitter. * @readonly */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "left", { get: function () { return Math.floor(this.x - (this.area.width / 2)); } }); /** * @name Phaser.Particles.Arcade.Emitter#right * @property {number} right - Gets the right position of the Emitter. * @readonly */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "right", { get: function () { return Math.floor(this.x + (this.area.width / 2)); } }); /** * @name Phaser.Particles.Arcade.Emitter#top * @property {number} top - Gets the top position of the Emitter. * @readonly */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "top", { get: function () { return Math.floor(this.y - (this.area.height / 2)); } }); /** * @name Phaser.Particles.Arcade.Emitter#bottom * @property {number} bottom - Gets the bottom position of the Emitter. * @readonly */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", { get: function () { return Math.floor(this.y + (this.area.height / 2)); } });