new Emitter(game, x, y, maxParticles)
Phaser - ArcadeEmitter
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
game |
Phaser.Game | Current game instance. |
||
x |
number |
<optional> |
0 | The x coordinate within the Emitter that the particles are emitted from. |
y |
number |
<optional> |
0 | The y coordinate within the Emitter that the particles are emitted from. |
maxParticles |
number |
<optional> |
50 | The total number of particles in this emitter.. |
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Extends
Members
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alpha
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The emitters alpha value.
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Properties:
Name Type Description alpha
number Gets or sets the alpha value of the Emitter.
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angle
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The angle of rotation of the Group container. This will adjust the Group container itself by modifying its rotation. This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position.
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Properties:
Name Type Description angle
number The angle of rotation given in degrees, where 0 degrees = to the right.
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angularDrag
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The angular drag component of particles launched from the emitter if they are rotating.
- Default Value:
- 0
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Properties:
Name Type Description angularDrag
number -
<readonly> bottom
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Properties:
Name Type Description bottom
number Gets the bottom position of the Emitter.
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bounce
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How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
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Properties:
Name Type Description bounce
Phaser.Point -
emitX
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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.
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Properties:
Name Type Description emitX
boolean -
emitY
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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.
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Properties:
Name Type Description emitY
boolean -
exists
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Determines whether the emitter is being updated by the core game loop.
- Default Value:
- true
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Properties:
Name Type Description exists
boolean -
frequency
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How often a particle is emitted in ms (if emitter is started with Explode == false).
- Default Value:
- 100
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Properties:
Name Type Description frequency
boolean -
game
-
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Properties:
Name Type Description game
Phaser.Game A reference to the currently running Game.
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gravity
-
Sets the <code>gravity.y</code> of each particle to this value on launch.
- Default Value:
- 2
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Properties:
Name Type Description gravity
number -
height
-
- Default Value:
- 1
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Properties:
Name Type Description height
number The height of the emitter. Particles can be randomly generated from anywhere within this box.
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<readonly> left
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Properties:
Name Type Description left
number Gets the left position of the Emitter.
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<readonly> length
-
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Properties:
Name Type Description length
number The number of children in this Group.
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lifespan
-
How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles to live forever.
- Default Value:
- 2000
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Properties:
Name Type Description lifespan
number -
maxParticles
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The total number of particles in this emitter.
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Properties:
Name Type Description maxParticles
number The total number of particles in this emitter..
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maxParticleScale
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The maximum possible scale of a particle. The default value is 1.
- Default Value:
- 1
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Properties:
Name Type Description maxParticleScale
number -
maxParticleSpeed
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The maximum possible velocity of a particle. The default value is (100,100).
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Properties:
Name Type Description maxParticleSpeed
Phaser.Point -
maxRotation
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The maximum possible angular velocity of a particle. The default value is 360.
- Default Value:
- 360
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Properties:
Name Type Description maxRotation
number -
minParticleScale
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The minimum possible scale of a particle. The default value is 1.
- Default Value:
- 1
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Properties:
Name Type Description minParticleScale
number -
minParticleSpeed
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The minimum possible velocity of a particle. The default value is (-100,-100).
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Properties:
Name Type Description minParticleSpeed
Phaser.Point -
minRotation
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The minimum possible angular velocity of a particle. The default value is -360.
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Properties:
Name Type Description minRotation
number -
name
-
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Properties:
Name Type Description name
string Description.
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on
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Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.
- Default Value:
- false
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Properties:
Name Type Description on
boolean -
particleClass
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Set your own particle class type here.
- Default Value:
- null
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Properties:
Name Type Description particleClass
Description -
particleDrag
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The X and Y drag component of particles launched from the emitter.
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Properties:
Name Type Description particleDrag
Phaser.Point -
<readonly> right
-
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Properties:
Name Type Description right
number Gets the right position of the Emitter.
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rotation
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The angle of rotation of the Group container. This will adjust the Group container itself by modifying its rotation. This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position.
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Properties:
Name Type Description rotation
number The angle of rotation given in radians.
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<readonly> top
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Properties:
Name Type Description top
number Gets the top position of the Emitter.
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type
-
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Properties:
Name Type Description type
Description Description.
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visible
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The emitter visible state.
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Properties:
Name Type Description visible
boolean Gets or sets the Emitter visible state.
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width
-
- Default Value:
- 1
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Properties:
Name Type Description width
number The width of the emitter. Particles can be randomly generated from anywhere within this box.
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x
-
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Properties:
Name Type Description x
number Gets or sets the x position of the Emitter.
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x
-
- Default Value:
- 0
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Properties:
Name Type Description x
number The X position of the top left corner of the emitter in world space.
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y
-
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Properties:
Name Type Description y
number Gets or sets the y position of the Emitter.
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y
-
- Default Value:
- 0
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Properties:
Name Type Description y
number The Y position of the top left corner of emitter in world space.
Methods
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add(child) → {*}
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Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object. The child is automatically added to the top of the Group, so renders on-top of everything else within the Group. If you need to control that then see the addAt method.
Parameters:
Name Type Description child
* An instance of Phaser.Sprite, Phaser.Button or any other display object..
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Returns:
The child that was added to the Group.
- Type
- *
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addAll(property, amount, checkAlive, checkVisible)
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Adds the amount to the given property on all children in this Group. Group.addAll('x', 10) will add 10 to the child.x value.
Parameters:
Name Type Description property
string The property to increment, for example 'body.velocity.x' or 'angle'.
amount
number The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50.
checkAlive
boolean If true the property will only be changed if the child is alive.
checkVisible
boolean If true the property will only be changed if the child is visible.
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addAt(child, index) → {*}
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Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object. The child is added to the Group at the location specified by the index value, this allows you to control child ordering.
Parameters:
Name Type Description child
* An instance of Phaser.Sprite, Phaser.Button or any other display object..
index
number The index within the Group to insert the child to.
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Returns:
The child that was added to the Group.
- Type
- *
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at(object)
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Change the emitter's midpoint to match the midpoint of a <code>Object</code>.
Parameters:
Name Type Description object
object The <code>Object</code> that you want to sync up with.
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bringToTop(child) → {*}
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Brings the given child to the top of this Group so it renders above all other children.
Parameters:
Name Type Description child
* The child to bring to the top of this Group.
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Returns:
The child that was moved.
- Type
- *
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callAll(callback, parameter)
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Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that) After the callback parameter you can add as many extra parameters as you like, which will all be passed to the child.
Parameters:
Name Type Argument Description callback
function The function that exists on the children that will be called.
parameter
* <repeatable>
Additional parameters that will be passed to the callback.
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callAllExists(callback, existsValue, parameter)
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Calls a function on all of the children that have exists=true in this Group. After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback.
Parameters:
Name Type Argument Description callback
function The function that exists on the children that will be called.
existsValue
boolean Only children with exists=existsValue will be called.
parameter
* <repeatable>
Additional parameters that will be passed to the callback.
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countDead() → {number}
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Call this function to find out how many members of the group are dead.
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Returns:
The number of children flagged as dead. Returns -1 if Group is empty.
- Type
- number
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countLiving() → {number}
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Call this function to find out how many members of the group are alive.
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Returns:
The number of children flagged as alive. Returns -1 if Group is empty.
- Type
- number
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create(x, y, key, frame, exists) → {Phaser.Sprite}
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Automatically creates a new Phaser.Sprite object and adds it to the top of this Group. Useful if you don't need to create the Sprite instances before-hand.
Parameters:
Name Type Argument Description x
number The x coordinate to display the newly created Sprite at. The value is in relation to the Group.x point.
y
number The y coordinate to display the newly created Sprite at. The value is in relation to the Group.y point.
key
string The Game.cache key of the image that this Sprite will use.
frame
number | string <optional>
If the Sprite image contains multiple frames you can specify which one to use here.
exists
boolean <optional>
The default exists state of the Sprite.
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Returns:
The child that was created.
- Type
- Phaser.Sprite
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destroy()
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Destroys this Group. Removes all children, then removes the container from the display list and nulls references.
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divideAll(property, amount, checkAlive, checkVisible)
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Divides the given property by the amount on all children in this Group. Group.divideAll('x', 2) will half the child.x value.
Parameters:
Name Type Description property
string The property to divide, for example 'body.velocity.x' or 'angle'.
amount
number The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50.
checkAlive
boolean If true the property will only be changed if the child is alive.
checkVisible
boolean If true the property will only be changed if the child is visible.
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dump(full)
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Dumps out a list of Group children and their index positions to the browser console. Useful for group debugging.
Parameters:
Name Type Argument Default Description full
boolean <optional>
false If full the dump will include the entire display list, start from the Stage. Otherwise it will only include this container.
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emitParticle()
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This function can be used both internally and externally to emit the next particle.
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forEach(callback, callbackContext, checkExists)
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Allows you to call your own function on each member of this Group. You must pass the callback and context in which it will run. After the checkExists parameter you can add as many parameters as you like, which will all be passed to the callback along with the child. For example: Group.forEach(awardBonusGold, this, true, 100, 500)
Parameters:
Name Type Description callback
function The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object The context in which the function should be called (usually 'this').
checkExists
boolean If set only children with exists=true will be passed to the callback, otherwise all children will be passed.
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forEachAlive(callback, callbackContext)
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Allows you to call your own function on each alive member of this Group (where child.alive=true). You must pass the callback and context in which it will run. You can add as many parameters as you like, which will all be passed to the callback along with the child. For example: Group.forEachAlive(causeDamage, this, 500)
Parameters:
Name Type Description callback
function The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object The context in which the function should be called (usually 'this').
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forEachDead(callback, callbackContext)
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Allows you to call your own function on each dead member of this Group (where alive=false). You must pass the callback and context in which it will run. You can add as many parameters as you like, which will all be passed to the callback along with the child. For example: Group.forEachDead(bringToLife, this)
Parameters:
Name Type Description callback
function The function that will be called. Each child of the Group will be passed to it as its first parameter.
callbackContext
Object The context in which the function should be called (usually 'this').
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getAt(index) → {*}
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Returns the child found at the given index within this Group.
Parameters:
Name Type Description index
number The index to return the child from.
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Returns:
The child that was found at the given index.
- Type
- *
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getFirstAlive() → {Any}
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Call this function to retrieve the first object with alive == true in the group. This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.
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Returns:
The first alive child, or null if none found.
- Type
- Any
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getFirstDead() → {Any}
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Call this function to retrieve the first object with alive == false in the group. This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.
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Returns:
The first dead child, or null if none found.
- Type
- Any
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getFirstExists(state) → {Any}
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Call this function to retrieve the first object with exists == (the given state) in the Group.
Parameters:
Name Type Description state
boolean True or false.
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Returns:
The first child, or null if none found.
- Type
- Any
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getIndex(child) → {number}
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Get the index position of the given child in this Group.
Parameters:
Name Type Description child
* The child to get the index for.
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Returns:
The index of the child or -1 if it's not a member of this Group.
- Type
- number
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getRandom(startIndex, length) → {Any}
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Returns a member at random from the group.
Parameters:
Name Type Description startIndex
number Optional offset off the front of the array. Default value is 0, or the beginning of the array.
length
number Optional restriction on the number of values you want to randomly select from.
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Returns:
A random child of this Group.
- Type
- Any
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kill()
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Call this function to turn off all the particles and the emitter.
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makeParticles(keys, frames, quantity, collide, collideWorldBounds)
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This function generates a new array of particle sprites to attach to the emitter.
Parameters:
Name Type Description keys
Description Description.
frames
number Description.
quantity
number The number of particles to generate when using the "create from image" option.
collide
number Description.
collideWorldBounds
boolean Description.
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Returns:
This Emitter instance (nice for chaining stuff together, if you're into that).
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multiplyAll(property, amount, checkAlive, checkVisible)
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Multiplies the given property by the amount on all children in this Group. Group.multiplyAll('x', 2) will x2 the child.x value.
Parameters:
Name Type Description property
string The property to multiply, for example 'body.velocity.x' or 'angle'.
amount
number The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20.
checkAlive
boolean If true the property will only be changed if the child is alive.
checkVisible
boolean If true the property will only be changed if the child is visible.
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remove(child)
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Removes the given child from this Group and sets its group property to null.
Parameters:
Name Type Description child
Any The child to remove.
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removeAll()
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Removes all children from this Group, setting all group properties to null. The Group container remains on the display list.
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removeBetween(startIndex, endIndex)
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Removes all children from this Group whos index falls beteen the given startIndex and endIndex values.
Parameters:
Name Type Description startIndex
number The index to start removing children from.
endIndex
number The index to stop removing children from. Must be higher than startIndex and less than the length of the Group.
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replace(oldChild, newChild)
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Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group.
Parameters:
Name Type Description oldChild
* The child in this Group that will be replaced.
newChild
* The child to be inserted into this group.
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revive()
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Handy for bringing game objects "back to life". Just sets alive and exists back to true. In practice, this is most often called by <code>Object.reset()</code>.
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setAll(key, value, checkAlive, checkVisible, operation)
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This function allows you to quickly set the same property across all children of this Group to a new value. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.
Parameters:
Name Type Argument Default Description key
string The property, as a string, to be set. For example: 'body.velocity.x'
value
* The value that will be set.
checkAlive
boolean <optional>
false If set then only children with alive=true will be updated.
checkVisible
boolean <optional>
false If set then only children with visible=true will be updated.
operation
number <optional>
0 Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.
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setProperty(child, key, value, operation)
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Sets the given property to the given value on the child. The operation controls the assignment of the value.
Parameters:
Name Type Argument Default Description child
* The child to set the property value on.
key
array An array of strings that make up the property that will be set.
value
* The value that will be set.
operation
number <optional>
0 Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.
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setRotation(min, max)
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A more compact way of setting the angular velocity constraints of the emitter.
Parameters:
Name Type Description min
number The minimum value for this range.
max
number The maximum value for this range.
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setSize(width, height)
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A more compact way of setting the width and height of the emitter.
Parameters:
Name Type Description width
number The desired width of the emitter (particles are spawned randomly within these dimensions).
height
number The desired height of the emitter.
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setXSpeed(min, max)
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A more compact way of setting the X velocity range of the emitter.
Parameters:
Name Type Description min
number The minimum value for this range.
max
number The maximum value for this range.
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setYSpeed(min, max)
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A more compact way of setting the Y velocity range of the emitter.
Parameters:
Name Type Description min
number The minimum value for this range.
max
number The maximum value for this range.
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start(explode, lifespan, frequency, quantity)
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Call this function to start emitting particles.
Parameters:
Name Type Description explode
boolean Whether the particles should all burst out at once.
lifespan
number How long each particle lives once emitted. 0 = forever.
frequency
number Ignored if Explode is set to true. Frequency is how often to emit a particle in ms.
quantity
number How many particles to launch. 0 = "all of the particles".
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subAll(property, amount, checkAlive, checkVisible)
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Subtracts the amount from the given property on all children in this Group. Group.subAll('x', 10) will minus 10 from the child.x value.
Parameters:
Name Type Description property
string The property to decrement, for example 'body.velocity.x' or 'angle'.
amount
number The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10.
checkAlive
boolean If true the property will only be changed if the child is alive.
checkVisible
boolean If true the property will only be changed if the child is visible.
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swap(child1, child2) → {boolean}
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Swaps the position of two children in this Group.
Parameters:
Name Type Description child1
* The first child to swap.
child2
* The second child to swap.
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Returns:
True if the swap was successful, otherwise false.
- Type
- boolean
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update()
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Called automatically by the game loop, decides when to launch particles and when to "die".
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