var Class = require('../../utils/Class'); var Components = require('../components'); var Easing = require('../../math/easing'); var GetEaseFunction = require('../../tweens/builder/GetEaseFunction'); var MinMax2 = require('../../math/MinMax2'); var MinMax4 = require('../../math/MinMax4'); var Particle = require('./Particle'); var StableSort = require('../../utils/array/StableSort'); var GetRandomElement = require('../../utils/array/GetRandomElement'); var ParticleEmitter = new Class({ Mixins: [ Components.BlendMode, Components.RenderTarget, Components.ScrollFactor, Components.Visible ], initialize: function ParticleEmitter (manager, config) { if (config === undefined) { config = {}; } this.manager = manager; this.key = ''; this.particleClass = Particle; this.frames = []; this.dead = []; this.alive = []; this.x = 0; this.y = 0; // How can the emitter pick from a random frame OR a fixed frame? // A radial emitter will emit particles in all directions between angle min and max // A point emitter will emit particles only in the direction set by the speed values this.radial = true; this.speed = new MinMax4(); this.scale = new MinMax4(1); this.gravity = new MinMax2(); this.alpha = new MinMax2(1); this.angle = new MinMax2(0, 360); this.particleAngle = new MinMax2(); // The lifespan of the particles (in ms) this.lifespan = new MinMax2(1000); this.deathCallback = null; this.deathCallbackScope = null; // Set to hard limit the amount of particle objects this emitter is allowed to create this.maxParticles = 0; // How many particles are emitted each time the emitter updates this.emitCount = 1; // How often a particle is emitted in ms (if emitter is a constant / flow emitter) // If emitter is an explosion emitter this value will be -1. // Anything > -1 sets this to be a flow emitter this.frequency = 0; // Controls if the emitter is currently emitting particles. Already alive particles will continue to update until they expire. this.on = true; // Newly emitted particles are added to the top of the particle list, i.e. rendered above those already alive. Set to false to send them to the back. this.particleBringToTop = true; this.timeScale = 1; this._counter = 0; // Optional Particle emission zone - must be an object that supports a `getRandomPoint` function, such as a Rectangle, Circle, Path, etc. this.zone = null; // this.easingFunctionAlpha = Easing.Linear; // this.easingFunctionScale = Easing.Linear; // this.easingFunctionRotation = Easing.Linear; this.active = true; }, getFrame: function () { return GetRandomElement(this.frames); }, // Either a single frame (numeric / string based), or an array of frames to randomly pick from setFrame: function (frame) { this.manager.setEmitterFrames(frame, this); return this; }, setRadial: function (value) { if (value === undefined) { value = true; } this.radial = value; return this; }, setPosition: function (x, y) { this.x = x; this.y = y; return this; }, /* setEase: function (easeName, easeParam) { var ease = GetEaseFunction(easeName, easeParam); this.easingFunctionAlpha = ease; this.easingFunctionScale = ease; this.easingFunctionRotation = ease; return this; }, setAlphaEase: function (easeName, easeParam) { this.easingFunctionAlpha = GetEaseFunction(easeName, easeParam); return this; }, setScaleEase: function (easeName, easeParam) { this.easingFunctionScale = GetEaseFunction(easeName, easeParam); return this; }, setRotationEase: function (easeName, easeParam) { this.easingFunctionRotation = GetEaseFunction(easeName, easeParam); return this; }, */ // Particle Emission setSpeed: function (xMin, xMax, yMin, yMax) { this.speed.set(xMin, xMax, yMin, yMax); return this; }, setScale: function (xMin, xMax, yMin, yMax) { this.scale.set(xMin, xMax, yMin, yMax); return this; }, setGravity: function (x, y) { this.gravity.set(x, y); return this; }, setAlpha: function (min, max) { this.alpha.set(min, max); return this; }, setAngle: function (min, max) { this.angle.set(min, max); return this; }, setParticleAngle: function (min, max) { this.particleAngle.set(min, max); return this; }, setLifespan: function (min, max) { this.lifespan.set(min, max); return this; }, setFrequency: function (frequency) { this.frequency = frequency; this._counter = 0; return this; }, // The zone must have a function called `getRandomPoint` that takes an object and sets // its x and y properties accordingly then returns that object setZone: function (zone) { if (zone === undefined) { this.zone = null; } else if (typeof zone.getRandomPoint === 'function') { this.zone = zone; } return this; }, // Particle Management reserve: function (particleCount) { var dead = this.dead; for (var i = 0; i < particleCount; i++) { dead.push(new this.particleClass()); } return this; }, getAliveParticleCount: function () { return this.alive.length; }, getDeadParticleCount: function () { return this.dead.length; }, getParticleCount: function () { return this.getAliveParticleCount() + this.getDeadParticleCount(); }, atLimit: function () { return (this.maxParticles > 0 && this.getParticleCount() === this.maxParticles); }, onParticleDeath: function (callback, context) { if (callback === undefined) { // Clear any previously set callback this.deathCallback = null; this.deathCallbackScope = null; } else if (typeof callback === 'function') { this.deathCallback = callback; if (context) { this.deathCallbackScope = context; } } return this; }, killAll: function () { var dead = this.dead; var alive = this.alive; while (alive.length > 0) { dead.push(alive.pop()); } return this; }, forEachAlive: function (callback, thisArg) { var alive = this.alive; var length = alive.length; for (var index = 0; index < length; ++index) { // Sends the Particle and the Emitter callback.call(thisArg, alive[index], this); } return this; }, forEachDead: function (callback, thisArg) { var dead = this.dead; var length = dead.length; for (var index = 0; index < length; ++index) { // Sends the Particle and the Emitter callback.call(thisArg, dead[index], this); } return this; }, start: function () { this.on = true; this._counter = 0; return this; }, pause: function () { this.active = false; return this; }, resume: function () { this.active = true; return this; }, flow: function (frequency, count) { if (count === undefined) { count = 1; } this.frequency = frequency; this.emitCount = count; return this.start(); }, explode: function (count, x, y) { this.frequency = -1; return this.emit(count, x, y); }, emitAt: function (x, y, count) { return this.emit(count, x, y); }, emit: function (count, x, y) { if (count === undefined) { count = 1; } var output = []; if (this.atLimit()) { return output; } // Store emitter coordinates in-case this was a placement explode, or emitAt var oldX = this.x; var oldY = this.y; if (x !== undefined) { this.x = x; } if (y !== undefined) { this.y = y; } var dead = this.dead; for (var i = 0; i < count; i++) { var particle; if (dead.length > 0) { particle = dead.pop(); particle.reset(); } else { particle = new this.particleClass(); } particle.emit(this); if (this.particleBringToTop) { this.alive.push(particle); } else { this.alive.unshift(particle); } output.push(particle); if (this.atLimit()) { break; } } this.x = oldX; this.y = oldY; return output; }, preUpdate: function (time, delta) { // Scale the delta delta *= this.timeScale; var step = (delta / 1000); var particles = this.alive; var length = particles.length; for (var index = 0; index < length; index++) { var particle = particles[index]; // update returns `true` if the particle is now dead (lifeStep < 0) if (particle.update(this, delta, step)) { // Moves the dead particle to the end of the particles array (ready for splicing out later) var last = particles[length - 1]; particles[length - 1] = particle; particles[index] = last; index -= 1; length -= 1; } } // Move dead particles to the dead array var deadLength = particles.length - length; if (deadLength > 0) { var rip = particles.splice(particles.length - deadLength, deadLength); var deathCallback = this.deathCallback; var deathCallbackScope = this.deathCallbackScope; if (deathCallback) { for (var i = 0; i < rip.length; i++) { deathCallback.call(deathCallbackScope, rip[i]); } } this.dead.concat(rip); StableSort(particles, this.indexSort); } if (this.frequency > -1 && this.on) { this._counter -= delta; if (this._counter <= 0) { this.emit(this.emitCount); this._counter = this.frequency; } } }, indexSort: function (a, b) { return a.index - b.index; } }); module.exports = ParticleEmitter;