/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../../utils/Class'); var DegToRad = require('../../math/DegToRad'); var DistanceBetween = require('../../math/distance/DistanceBetween'); /** * @classdesc * A Particle is a simple Game Object controlled by a Particle Emitter and Manager, and rendered by the Manager. * It uses its own lightweight physics system, and can interact only with its Emitter's bounds and zones. * * @class Particle * @memberOf Phaser.GameObjects.Particles * @constructor * @since 3.0.0 * * @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Emitter to which this Particle belongs. */ var Particle = new Class({ initialize: function Particle (emitter) { /** * The Emitter to which this Particle belongs. * * A Particle can only belong to a single Emitter and is created, updated and destroyed via it. * * @name Phaser.GameObjects.Particles.Particle#emitter * @type {Phaser.GameObjects.Particles.ParticleEmitter} * @since 3.0.0 */ this.emitter = emitter; /** * The texture frame used to render this Particle. * * @name Phaser.GameObjects.Particles.Particle#frame * @type {Phaser.Textures.Frame} * @default null * @since 3.0.0 */ this.frame = null; /** * The position of this Particle within its Emitter's particle pool. * * @name Phaser.GameObjects.Particles.Particle#index * @type {number} * @default 0 * @since 3.0.0 */ this.index = 0; /** * The x coordinate of this Particle. * * @name Phaser.GameObjects.Particles.Particle#x * @type {number} * @default 0 * @since 3.0.0 */ this.x = 0; /** * The y coordinate of this Particle. * * @name Phaser.GameObjects.Particles.Particle#y * @type {number} * @default 0 * @since 3.0.0 */ this.y = 0; /** * The x velocity of this Particle. * * @name Phaser.GameObjects.Particles.Particle#velocityX * @type {number} * @default 0 * @since 3.0.0 */ this.velocityX = 0; /** * The y velocity of this Particle. * * @name Phaser.GameObjects.Particles.Particle#velocityY * @type {number} * @default 0 * @since 3.0.0 */ this.velocityY = 0; /** * The x acceleration of this Particle. * * @name Phaser.GameObjects.Particles.Particle#accelerationX * @type {number} * @default 0 * @since 3.0.0 */ this.accelerationX = 0; /** * The y acceleration of this Particle. * * @name Phaser.GameObjects.Particles.Particle#accelerationY * @type {number} * @default 0 * @since 3.0.0 */ this.accelerationY = 0; /** * The maximum horizontal velocity this Particle can travel at. * * @name Phaser.GameObjects.Particles.Particle#maxVelocityX * @type {number} * @default 10000 * @since 3.0.0 */ this.maxVelocityX = 10000; /** * The maximum vertical velocity this Particle can travel at. * * @name Phaser.GameObjects.Particles.Particle#maxVelocityY * @type {number} * @default 10000 * @since 3.0.0 */ this.maxVelocityY = 10000; /** * The bounciness, or restitution, of this Particle. * * @name Phaser.GameObjects.Particles.Particle#bounce * @type {number} * @default 0 * @since 3.0.0 */ this.bounce = 0; /** * The horizontal scale of this Particle. * * @name Phaser.GameObjects.Particles.Particle#scaleX * @type {float} * @default 1 * @since 3.0.0 */ this.scaleX = 1; /** * The vertical scale of this Particle. * * @name Phaser.GameObjects.Particles.Particle#scaleY * @type {float} * @default 1 * @since 3.0.0 */ this.scaleY = 1; /** * The alpha value of this Particle. * * @name Phaser.GameObjects.Particles.Particle#alpha * @type {float} * @default 1 * @since 3.0.0 */ this.alpha = 1; /** * The angle of this Particle in degrees. * * @name Phaser.GameObjects.Particles.Particle#angle * @type {number} * @default 0 * @since 3.0.0 */ this.angle = 0; /** * The angle of this Particle in radians. * * @name Phaser.GameObjects.Particles.Particle#rotation * @type {number} * @default 0 * @since 3.0.0 */ this.rotation = 0; /** * The tint applied to this Particle. * * @name Phaser.GameObjects.Particles.Particle#tint * @type {number} * @webglOnly * @since 3.0.0 */ this.tint = 0xffffffff; /** * The full color of this Particle, computed from its alpha and tint. * * @name Phaser.GameObjects.Particles.Particle#color * @type {number} * @since 3.0.0 */ this.color = 0xffffffff; /** * The lifespan of this Particle in ms. * * @name Phaser.GameObjects.Particles.Particle#life * @type {number} * @default 1000 * @since 3.0.0 */ this.life = 1000; /** * The current life of this Particle in ms. * * @name Phaser.GameObjects.Particles.Particle#lifeCurrent * @type {number} * @default 1000 * @since 3.0.0 */ this.lifeCurrent = 1000; /** * The delay applied to this Particle upon emission, in ms. * * @name Phaser.GameObjects.Particles.Particle#delayCurrent * @type {number} * @default 0 * @since 3.0.0 */ this.delayCurrent = 0; /** * The normalized lifespan T value, where 0 is the start and 1 is the end. * * @name Phaser.GameObjects.Particles.Particle#lifeT * @type {float} * @default 0 * @since 3.0.0 */ this.lifeT = 0; /** * The data used by the ease equation. * * @name Phaser.GameObjects.Particles.Particle#data * @type {object} * @since 3.0.0 */ this.data = { tint: { min: 0xffffff, max: 0xffffff, current: 0xffffff }, alpha: { min: 1, max: 1 }, rotate: { min: 0, max: 0 }, scaleX: { min: 1, max: 1 }, scaleY: { min: 1, max: 1 } }; }, /** * Checks to see if this Particle is alive and updating. * * @method Phaser.GameObjects.Particles.Particle#isAlive * @since 3.0.0 * * @return {boolean} `true` if this Particle is alive and updating, otherwise `false`. */ isAlive: function () { return (this.lifeCurrent > 0); }, /** * Starts this Particle from the given coordinates. * * @method Phaser.GameObjects.Particles.Particle#fire * @since 3.0.0 * * @param {number} x - The x coordinate to launch this Particle from. * @param {number} y - The y coordinate to launch this Particle from. */ fire: function (x, y) { var emitter = this.emitter; this.frame = emitter.getFrame(); if (emitter.emitZone) { // Updates particle.x and particle.y during this call emitter.emitZone.getPoint(this); } if (x === undefined) { if (emitter.follow) { this.x += emitter.follow.x + emitter.followOffset.x; } this.x += emitter.x.onEmit(this, 'x'); } else { this.x += x; } if (y === undefined) { if (emitter.follow) { this.y += emitter.follow.y + emitter.followOffset.y; } this.y += emitter.y.onEmit(this, 'y'); } else { this.y += y; } this.life = emitter.lifespan.onEmit(this, 'lifespan'); this.lifeCurrent = this.life; this.lifeT = 0; var sx = emitter.speedX.onEmit(this, 'speedX'); var sy = (emitter.speedY) ? emitter.speedY.onEmit(this, 'speedY') : sx; if (emitter.radial) { var rad = DegToRad(emitter.angle.onEmit(this, 'angle')); this.velocityX = Math.cos(rad) * Math.abs(sx); this.velocityY = Math.sin(rad) * Math.abs(sy); } else if (emitter.moveTo) { var mx = emitter.moveToX.onEmit(this, 'moveToX'); var my = (emitter.moveToY) ? emitter.moveToY.onEmit(this, 'moveToY') : mx; var angle = Math.atan2(my - this.y, mx - this.x); var speed = DistanceBetween(this.x, this.y, mx, my) / (this.life / 1000); // We know how many pixels we need to move, but how fast? // var speed = this.distanceToXY(displayObject, x, y) / (maxTime / 1000); this.velocityX = Math.cos(angle) * speed; this.velocityY = Math.sin(angle) * speed; } else { this.velocityX = sx; this.velocityY = sy; } if (emitter.acceleration) { this.accelerationX = emitter.accelerationX.onEmit(this, 'accelerationX'); this.accelerationY = emitter.accelerationY.onEmit(this, 'accelerationY'); } this.maxVelocityX = emitter.maxVelocityX.onEmit(this, 'maxVelocityX'); this.maxVelocityY = emitter.maxVelocityY.onEmit(this, 'maxVelocityY'); this.delayCurrent = emitter.delay.onEmit(this, 'delay'); this.scaleX = emitter.scaleX.onEmit(this, 'scaleX'); this.scaleY = (emitter.scaleY) ? emitter.scaleY.onEmit(this, 'scaleY') : this.scaleX; this.angle = emitter.rotate.onEmit(this, 'rotate'); this.rotation = DegToRad(this.angle); this.bounce = emitter.bounce.onEmit(this, 'bounce'); this.alpha = emitter.alpha.onEmit(this, 'alpha'); this.tint = emitter.tint.onEmit(this, 'tint'); this.color = (this.tint & 0x00FFFFFF) | (((this.alpha * 0xFF) | 0) << 24); this.index = emitter.alive.length; }, /** * An internal method that calculates the velocity of the Particle. * * @method Phaser.GameObjects.Particles.Particle#computeVelocity * @since 3.0.0 * * @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Emitter that is updating this Particle. * @param {number} delta - The delta time in ms. * @param {float} step - The delta value divided by 1000. * @param {array} processors - Particle processors (gravity wells). */ computeVelocity: function (emitter, delta, step, processors) { var vx = this.velocityX; var vy = this.velocityY; var ax = this.accelerationX; var ay = this.accelerationY; var mx = this.maxVelocityX; var my = this.maxVelocityY; vx += (emitter.gravityX * step); vy += (emitter.gravityY * step); if (ax) { vx += (ax * step); } if (ay) { vy += (ay * step); } if (vx > mx) { vx = mx; } else if (vx < -mx) { vx = -mx; } if (vy > my) { vy = my; } else if (vy < -my) { vy = -my; } this.velocityX = vx; this.velocityY = vy; // Apply any additional processors for (var i = 0; i < processors.length; i++) { processors[i].update(this, delta, step); } }, /** * Checks if this Particle is still within the bounds defined by the given Emitter. * * If not, and depending on the Emitter collision flags, the Particle may either stop or rebound. * * @method Phaser.GameObjects.Particles.Particle#checkBounds * @since 3.0.0 * * @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Emitter to check the bounds against. */ checkBounds: function (emitter) { var bounds = emitter.bounds; var bounce = -this.bounce; if (this.x < bounds.x && emitter.collideLeft) { this.x = bounds.x; this.velocityX *= bounce; } else if (this.x > bounds.right && emitter.collideRight) { this.x = bounds.right; this.velocityX *= bounce; } if (this.y < bounds.y && emitter.collideTop) { this.y = bounds.y; this.velocityY *= bounce; } else if (this.y > bounds.bottom && emitter.collideBottom) { this.y = bounds.bottom; this.velocityY *= bounce; } }, /** * The main update method for this Particle. * * Updates its life values, computes the velocity and repositions the Particle. * * @method Phaser.GameObjects.Particles.Particle#update * @since 3.0.0 * * @param {number} delta - The delta time in ms. * @param {float} step - The delta value divided by 1000. * @param {array} processors - An optional array of update processors. * * @return {boolean} Returns `true` if this Particle has now expired and should be removed, otherwise `false` if still active. */ update: function (delta, step, processors) { if (this.delayCurrent > 0) { this.delayCurrent -= delta; return false; } var emitter = this.emitter; // How far along in life is this particle? (t = 0 to 1) var t = 1 - (this.lifeCurrent / this.life); this.lifeT = t; this.computeVelocity(emitter, delta, step, processors); this.x += this.velocityX * step; this.y += this.velocityY * step; if (emitter.bounds) { this.checkBounds(emitter); } if (emitter.deathZone && emitter.deathZone.willKill(this)) { this.lifeCurrent = 0; // No need to go any further, particle has been killed return true; } this.scaleX = emitter.scaleX.onUpdate(this, 'scaleX', t, this.scaleX); if (emitter.scaleY) { this.scaleY = emitter.scaleY.onUpdate(this, 'scaleY', t, this.scaleY); } else { this.scaleY = this.scaleX; } this.angle = emitter.rotate.onUpdate(this, 'rotate', t, this.angle); this.rotation = DegToRad(this.angle); this.alpha = emitter.alpha.onUpdate(this, 'alpha', t, this.alpha); this.tint = emitter.tint.onUpdate(this, 'tint', t, this.tint); this.color = (this.tint & 0x00FFFFFF) | (((this.alpha * 0xFF) | 0) << 24); this.lifeCurrent -= delta; return (this.lifeCurrent <= 0); } }); module.exports = Particle;