///
///
/**
* Phaser - Emitter
*
* Emitter is a lightweight particle emitter. 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 accorindgly.
*/
module Phaser {
export class Emitter extends Group {
/**
* Creates a new Emitter
object at a specific position.
* Does NOT automatically generate or attach particles!
*
* @param x {number} The X position of the emitter.
* @param y {number} The Y position of the emitter.
* @param [size] {number} Specifies a maximum capacity for this emitter.
*/
constructor(game: Game, x: number = 0, y: number = 0, size: number = 0) {
super(game, size);
this.x = x;
this.y = y;
this.width = 0;
this.height = 0;
this.minParticleSpeed = new MicroPoint(-100, -100);
this.maxParticleSpeed = new MicroPoint(100, 100);
this.minRotation = -360;
this.maxRotation = 360;
this.gravity = 0;
this.particleClass = null;
this.particleDrag = new MicroPoint();
this.frequency = 0.1;
this.lifespan = 3;
this.bounce = 0;
this._quantity = 0;
this._counter = 0;
this._explode = true;
this.on = false;
this._point = new MicroPoint();
}
/**
* The X position of the top left corner of the emitter in world space.
*/
public x: number;
/**
* The Y position of the top left corner of emitter in world space.
*/
public y: number;
/**
* The width of the emitter. Particles can be randomly generated from anywhere within this box.
*/
public width: number;
/**
* The height of the emitter. Particles can be randomly generated from anywhere within this box.
*/
public height: number;
/**
* The minimum possible velocity of a particle.
* The default value is (-100,-100).
*/
public minParticleSpeed: MicroPoint;
/**
* The maximum possible velocity of a particle.
* The default value is (100,100).
*/
public maxParticleSpeed: MicroPoint;
/**
* The X and Y drag component of particles launched from the emitter.
*/
public particleDrag: MicroPoint;
/**
* The minimum possible angular velocity of a particle. The default value is -360.
* NOTE: rotating particles are more expensive to draw than non-rotating ones!
*/
public minRotation: number;
/**
* The maximum possible angular velocity of a particle. The default value is 360.
* NOTE: rotating particles are more expensive to draw than non-rotating ones!
*/
public maxRotation: number;
/**
* Sets the acceleration.y
member of each particle to this value on launch.
*/
public gravity: number;
/**
* Determines whether the emitter is currently emitting particles.
* It is totally safe to directly toggle this.
*/
public on: bool;
/**
* How often a particle is emitted (if emitter is started with Explode == false).
*/
public frequency: number;
/**
* How long each particle lives once it is emitted.
* Set lifespan to 'zero' for particles to live forever.
*/
public lifespan: number;
/**
* How much each particle should bounce. 1 = full bounce, 0 = no bounce.
*/
public bounce: number;
/**
* Set your own particle class type here.
* Default is Particle
.
*/
public particleClass;
/**
* Internal helper for deciding how many particles to launch.
*/
private _quantity: number;
/**
* Internal helper for the style of particle emission (all at once, or one at a time).
*/
private _explode: bool;
/**
* Internal helper for deciding when to launch particles or kill them.
*/
private _timer: number;
/**
* Internal counter for figuring out how many particles to launch.
*/
private _counter: number;
/**
* Internal point object, handy for reusing for memory mgmt purposes.
*/
private _point: MicroPoint;
/**
* Clean up memory.
*/
public destroy() {
this.minParticleSpeed = null;
this.maxParticleSpeed = null;
this.particleDrag = null;
this.particleClass = null;
this._point = null;
super.destroy();
}
/**
* This function generates a new array of particle sprites to attach to the emitter.
*
* @param graphics If you opted to not pre-configure an array of Sprite objects, you can simply pass in a particle image or sprite sheet.
* @param quantity {number} The number of particles to generate when using the "create from image" option.
* @param multiple {boolean} Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
* @param collide {number} Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
*
* @return This Emitter instance (nice for chaining stuff together, if you're into that).
*/
public makeParticles(graphics, quantity: number = 50, multiple: bool = false, collide: number = 0): Emitter {
this.maxSize = quantity;
var totalFrames: number = 1;
/*
if(Multiple)
{
var sprite:Sprite = new Sprite(this._game);
sprite.loadGraphic(Graphics,true);
totalFrames = sprite.frames;
sprite.destroy();
}
*/
var randomFrame: number;
var particle: Particle;
var i: number = 0;
while (i < quantity)
{
if (this.particleClass == null)
{
particle = new Particle(this._game);
}
else
{
particle = new this.particleClass(this._game);
}
if (multiple)
{
/*
randomFrame = this._game.math.random()*totalFrames;
if(BakedRotations > 0)
particle.loadRotatedGraphic(Graphics,BakedRotations,randomFrame);
else
{
particle.loadGraphic(Graphics,true);
particle.frame = randomFrame;
}
*/
}
else
{
/*
if (BakedRotations > 0)
particle.loadRotatedGraphic(Graphics,BakedRotations);
else
particle.loadGraphic(Graphics);
*/
if (graphics)
{
particle.loadGraphic(graphics);
}
}
if (collide > 0)
{
particle.allowCollisions = Collision.ANY;
particle.width *= collide;
particle.height *= collide;
//particle.centerOffsets();
}
else
{
particle.allowCollisions = Collision.NONE;
}
particle.exists = false;
this.add(particle);
i++;
}
return this;
}
/**
* Called automatically by the game loop, decides when to launch particles and when to "die".
*/
public update() {
if (this.on)
{
if (this._explode)
{
this.on = false;
var i: number = 0;
var l: number = this._quantity;
if ((l <= 0) || (l > this.length))
{
l = this.length;
}
while (i < l)
{
this.emitParticle();
i++;
}
this._quantity = 0;
}
else
{
this._timer += this._game.time.elapsed;
while ((this.frequency > 0) && (this._timer > this.frequency) && this.on)
{
this._timer -= this.frequency;
this.emitParticle();
if ((this._quantity > 0) && (++this._counter >= this._quantity))
{
this.on = false;
this._quantity = 0;
}
}
}
}
super.update();
}
/**
* Call this function to turn off all the particles and the emitter.
*/
public kill() {
this.on = false;
super.kill();
}
/**
* Call this function to start emitting particles.
*
* @param explode {boolean} Whether the particles should all burst out at once.
* @param lifespan {number} How long each particle lives once emitted. 0 = forever.
* @param frequency {number} Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds.
* @param quantity {number} How many particles to launch. 0 = "all of the particles".
*/
public start(explode: bool = true, lifespan: number = 0, frequency: number = 0.1, quantity: number = 0) {
this.revive();
this.visible = true;
this.on = true;
this._explode = explode;
this.lifespan = lifespan;
this.frequency = frequency;
this._quantity += quantity;
this._counter = 0;
this._timer = 0;
}
/**
* This function can be used both internally and externally to emit the next particle.
*/
public emitParticle() {
var particle: Particle = this.recycle(Particle);
particle.lifespan = this.lifespan;
particle.elasticity = this.bounce;
particle.reset(this.x - (particle.width >> 1) + this._game.math.random() * this.width, this.y - (particle.height >> 1) + this._game.math.random() * this.height);
particle.visible = true;
if (this.minParticleSpeed.x != this.maxParticleSpeed.x)
{
particle.velocity.x = this.minParticleSpeed.x + this._game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x);
}
else
{
particle.velocity.x = this.minParticleSpeed.x;
}
if (this.minParticleSpeed.y != this.maxParticleSpeed.y)
{
particle.velocity.y = this.minParticleSpeed.y + this._game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y);
}
else
{
particle.velocity.y = this.minParticleSpeed.y;
}
particle.acceleration.y = this.gravity;
if (this.minRotation != this.maxRotation && this.minRotation !== 0 && this.maxRotation !== 0)
{
particle.angularVelocity = this.minRotation + this._game.math.random() * (this.maxRotation - this.minRotation);
}
else
{
particle.angularVelocity = this.minRotation;
}
if (particle.angularVelocity != 0)
{
particle.angle = this._game.math.random() * 360 - 180;
}
particle.drag.x = this.particleDrag.x;
particle.drag.y = this.particleDrag.y;
particle.onEmit();
}
/**
* A more compact way of setting the width and height of the emitter.
*
* @param width {number} The desired width of the emitter (particles are spawned randomly within these dimensions).
* @param height {number} The desired height of the emitter.
*/
public setSize(width: number, height: number) {
this.width = width;
this.height = height;
}
/**
* A more compact way of setting the X velocity range of the emitter.
*
* @param Min {number} The minimum value for this range.
* @param Max {number} The maximum value for this range.
*/
public setXSpeed(min: number = 0, max: number = 0) {
this.minParticleSpeed.x = min;
this.maxParticleSpeed.x = max;
}
/**
* A more compact way of setting the Y velocity range of the emitter.
*
* @param Min {number} The minimum value for this range.
* @param Max {number} The maximum value for this range.
*/
public setYSpeed(min: number = 0, max: number = 0) {
this.minParticleSpeed.y = min;
this.maxParticleSpeed.y = max;
}
/**
* A more compact way of setting the angular velocity constraints of the emitter.
*
* @param Min {number} The minimum value for this range.
* @param Max {number} The maximum value for this range.
*/
public setRotation(min: number = 0, max: number = 0) {
this.minRotation = min;
this.maxRotation = max;
}
/**
* Change the emitter's midpoint to match the midpoint of a Object
.
*
* @param Object {object} The Object
that you want to sync up with.
*/
public at(object) {
object.getMidpoint(this._point);
this.x = this._point.x - (this.width >> 1);
this.y = this._point.y - (this.height >> 1);
}
}
}