///
///
/**
* Phaser - Particle
*
* This is a simple particle class that extends a Sprite to have a slightly more
* specialised behaviour. It is used exclusively by the Emitter class and can be extended as required.
*/
module Phaser {
export class Particle extends Sprite {
/**
* Instantiate a new particle. Like Sprite
, all meaningful creation
* happens during loadGraphic()
or makeGraphic()
or whatever.
*/
constructor(game: Game) {
super(game);
this.lifespan = 0;
this.friction = 500;
}
/**
* How long this particle lives before it disappears.
* NOTE: this is a maximum, not a minimum; the object
* could get recycled before its lifespan is up.
*/
public lifespan: number;
/**
* Determines how quickly the particles come to rest on the ground.
* Only used if the particle has gravity-like acceleration applied.
* @default 500
*/
public friction: number;
/**
* The particle's main update logic. Basically it checks to see if it should
* be dead yet, and then has some special bounce behavior if there is some gravity on it.
*/
public update() {
//lifespan behavior
if (this.lifespan <= 0)
{
return;
}
this.lifespan -= this._game.time.elapsed;
if (this.lifespan <= 0)
{
this.kill();
}
//simpler bounce/spin behavior for now
if (this.touching)
{
if (this.angularVelocity != 0)
{
this.angularVelocity = -this.angularVelocity;
}
}
if (this.acceleration.y > 0) //special behavior for particles with gravity
{
if (this.touching & Collision.FLOOR)
{
this.drag.x = this.friction;
if (!(this.wasTouching & Collision.FLOOR))
{
if (this.velocity.y < -this.elasticity * 10)
{
if (this.angularVelocity != 0)
{
this.angularVelocity *= -this.elasticity;
}
}
else
{
this.velocity.y = 0;
this.angularVelocity = 0;
}
}
}
else
{
this.drag.x = 0;
}
}
}
/**
* Triggered whenever this object is launched by a Emitter
.
* You can override this to add custom behavior like a sound or AI or something.
*/
public onEmit() {
}
}
}