/** * Phaser - ArcadeEmitter * * 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. */ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) { maxParticles = maxParticles || 50; Phaser.Group.call(this, game); this.name = 'emitter' + this.game.particles.ID++; this.type = Phaser.EMITTER; /** * The X position of the top left corner of the emitter in world space. */ this.x = 0; /** * The Y position of the top left corner of emitter in world space. */ this.y = 0; /** * The width of the emitter. Particles can be randomly generated from anywhere within this box. */ this.width = 1; /** * The height of the emitter. Particles can be randomly generated from anywhere within this box. */ this.height = 1; /** * The minimum possible velocity of a particle. * The default value is (-100,-100). */ this.minParticleSpeed = new Phaser.Point(-100, -100); /** * The maximum possible velocity of a particle. * The default value is (100,100). */ this.maxParticleSpeed = new Phaser.Point(100, 100); /** * The minimum possible scale of a particle. * The default value is 1. */ this.minParticleScale = 1; /** * The maximum possible scale of a particle. * The default value is 1. */ this.maxParticleScale = 1; /** * The minimum possible angular velocity of a particle. The default value is -360. */ this.minRotation = -360; /** * The maximum possible angular velocity of a particle. The default value is 360. */ this.maxRotation = 360; /** * Sets the gravity.y of each particle to this value on launch. */ this.gravity = 2; /** * Set your own particle class type here. * Default is Particle. */ this.particleClass = null; /** * The X and Y drag component of particles launched from the emitter. */ this.particleDrag = new Phaser.Point(); /** * How often a particle is emitted in ms (if emitter is started with Explode == false). */ this.frequency = 100; /** * The total number of particles in this emitter. */ this.maxParticles = maxParticles; /** * How long each particle lives once it is emitted in ms. Default is 2 seconds. * Set lifespan to 'zero' for particles to live forever. */ this.lifespan = 2000; /** * How much each particle should bounce. 1 = full bounce, 0 = no bounce. */ this.bounce = 0; /** * Internal helper for deciding how many particles to launch. */ this._quantity = 0; /** * Internal helper for deciding when to launch particles or kill them. */ this._timer = 0; /** * Internal counter for figuring out how many particles to launch. */ this._counter = 0; /** * Internal helper for the style of particle emission (all at once, or one at a time). */ this._explode = true; /** * Determines whether the emitter is currently emitting particles. * It is totally safe to directly toggle this. */ this.on = false; /** * Determines whether the emitter is being updated by the core game loop. */ this.exists = true; /** * 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. */ this.emitX = x; this.emitY = y; }; 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". */ Phaser.Particles.Arcade.Emitter.prototype.update = function () { if (this.on) { if (this._explode) { this._counter = 0; do { this.emitParticle(); this._counter++; } while (this._counter < this._quantity); this.on = false; } else { if (this.game.time.now >= this._timer) { this.emitParticle(); this._counter++; if (this._quantity > 0) { if (this._counter >= this._quantity) { this.on = false; } } this._timer = this.game.time.now + this.frequency; } } } } /** * 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). */ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide) { if (typeof frames == 'undefined') { frames = 0; } quantity = quantity || this.maxParticles; collide = collide || 0; var particle; var i = 0; var rndKey = keys; var rndFrame = 0; while (i < quantity) { if (this.particleClass == null) { if (typeof keys == 'object') { rndKey = this.game.rnd.pick(keys); } if (typeof frames == 'object') { rndFrame = this.game.rnd.pick(frames); } particle = new Phaser.Sprite(this.game, 0, 0, rndKey, rndFrame); } else { // particle = new this.particleClass(this.game); } if (collide > 0) { particle.body.allowCollision.any = true; particle.body.allowCollision.none = false; } else { particle.body.allowCollision.none = true; } particle.exists = false; particle.visible = false; // Center the origin for rotation assistance particle.anchor.setTo(0.5, 0.5); this.add(particle); i++; } return this; } /** * Call this function to turn off all the particles and the emitter. */ 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. * In practice, this is most often called by Object.reset(). */ Phaser.Particles.Arcade.Emitter.prototype.revive = function () { this.alive = true; this.exists = true; } /** * 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 in ms. * @param quantity {number} How many particles to launch. 0 = "all of the particles". */ Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) { if (typeof explode !== 'boolean') { explode = true; } lifespan = lifespan || 0; // How many ms between emissions? frequency = frequency || 250; // Total number of particles to emit quantity = quantity || 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 = this.game.time.now + frequency; } /** * This function can be used both internally and externally to emit the next particle. */ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () { var particle = this.getFirstExists(false); if (particle == null) { return; } if (this.width > 1 || this.height > 1) { particle.reset(this.x - this.game.rnd.integerInRange(this.left, this.right), this.y - this.game.rnd.integerInRange(this.top, this.bottom)); } else { particle.reset(this.emitX, this.emitY); } particle.lifespan = this.lifespan; particle.body.bounce.setTo(this.bounce, this.bounce); if (this.minParticleSpeed.x != this.maxParticleSpeed.x) { particle.body.velocity.x = this.game.rnd.integerInRange(this.minParticleSpeed.x, this.maxParticleSpeed.x); } else { particle.body.velocity.x = this.minParticleSpeed.x; } if (this.minParticleSpeed.y != this.maxParticleSpeed.y) { particle.body.velocity.y = this.game.rnd.integerInRange(this.minParticleSpeed.y, this.maxParticleSpeed.y); } else { particle.body.velocity.y = this.minParticleSpeed.y; } particle.body.gravity.y = this.gravity; if (this.minRotation != this.maxRotation) { particle.body.angularVelocity = this.game.rnd.integerInRange(this.minRotation, this.maxRotation); } else { particle.body.angularVelocity = this.minRotation; } if (this.minParticleScale !== 1 || this.maxParticleScale !== 1) { var scale = this.game.rnd.realInRange(this.minParticleScale, this.maxParticleScale); particle.scale.setTo(scale, scale); } particle.body.drag.x = this.particleDrag.x; particle.body.drag.y = this.particleDrag.y; } /** * 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. */ Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) { 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. */ 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. * * @param Min {number} The minimum value for this range. * @param Max {number} 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 emitter. * * @param Min {number} The minimum value for this range. * @param Max {number} 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; } /** * Change the emitter's midpoint to match the midpoint of a Object. * * @param Object {object} The Object that you want to sync up with. */ Phaser.Particles.Arcade.Emitter.prototype.at = function (object) { this.emitX = object.center.x; this.emitY = object.center.y; } Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "alpha", { /** * Get the emitter alpha. */ get: function () { return this._container.alpha; }, /** * Set the emiter alpha value. */ set: function (value) { this._container.alpha = value; } }); Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "visible", { /** * Get the emitter visible state. */ get: function () { return this._container.visible; }, /** * Set the emitter visible state. */ set: function (value) { this._container.visible = value; } }); Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "x", { get: function () { return this.emitX; }, set: function (value) { this.emitX = value; } }); Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "y", { get: function () { return this.emitY; }, set: function (value) { this.emitY = value; } }); Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "left", { get: function () { return Math.floor(this.x - (this.width / 2)); } }); Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "right", { get: function () { return Math.floor(this.x + (this.width / 2)); } }); Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "top", { get: function () { return Math.floor(this.y - (this.height / 2)); } }); Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", { get: function () { return Math.floor(this.y + (this.height / 2)); } });