mirror of
https://github.com/photonstorm/phaser
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568 lines
15 KiB
JavaScript
568 lines
15 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Class = require('../../utils/Class');
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var DegToRad = require('../../math/DegToRad');
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var DistanceBetween = require('../../math/distance/DistanceBetween');
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var GetColor = function (value)
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{
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return (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
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};
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/**
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* @classdesc
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* A Particle is a simple Game Object controlled by a Particle Emitter and Manager, and rendered by the Manager.
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* It uses its own lightweight physics system, and can interact only with its Emitter's bounds and zones.
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*
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* @class Particle
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* @memberOf Phaser.GameObjects.Particles
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Emitter to which this Particle belongs.
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*/
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var Particle = new Class({
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initialize:
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function Particle (emitter)
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{
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/**
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* The Emitter to which this Particle belongs.
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*
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* A Particle can only belong to a single Emitter and is created, updated and destroyed via it.
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*
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* @name Phaser.GameObjects.Particles.Particle#emitter
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* @type {Phaser.GameObjects.Particles.ParticleEmitter}
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* @since 3.0.0
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*/
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this.emitter = emitter;
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/**
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* The texture frame used to render this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#frame
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* @type {Phaser.Textures.Frame}
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* @default null
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* @since 3.0.0
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*/
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this.frame = null;
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/**
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* The position of this Particle within its Emitter's particle pool.
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*
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* @name Phaser.GameObjects.Particles.Particle#index
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.index = 0;
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/**
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* The x coordinate of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#x
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.x = 0;
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/**
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* The y coordinate of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#y
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.y = 0;
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/**
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* The x velocity of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#velocityX
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.velocityX = 0;
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/**
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* The y velocity of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#velocityY
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.velocityY = 0;
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/**
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* The x acceleration of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#accelerationX
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.accelerationX = 0;
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/**
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* The y acceleration of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#accelerationY
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.accelerationY = 0;
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/**
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* The maximum horizontal velocity this Particle can travel at.
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*
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* @name Phaser.GameObjects.Particles.Particle#maxVelocityX
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* @type {number}
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* @default 10000
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* @since 3.0.0
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*/
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this.maxVelocityX = 10000;
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/**
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* The maximum vertical velocity this Particle can travel at.
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*
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* @name Phaser.GameObjects.Particles.Particle#maxVelocityY
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* @type {number}
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* @default 10000
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* @since 3.0.0
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*/
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this.maxVelocityY = 10000;
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/**
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* The bounciness, or restitution, of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#bounce
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.bounce = 0;
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/**
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* The horizontal scale of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#scaleX
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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this.scaleX = 1;
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/**
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* The vertical scale of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#scaleY
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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this.scaleY = 1;
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/**
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* The alpha value of this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#alpha
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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this.alpha = 1;
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/**
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* The angle of this Particle in degrees.
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*
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* @name Phaser.GameObjects.Particles.Particle#angle
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.angle = 0;
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/**
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* The angle of this Particle in radians.
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*
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* @name Phaser.GameObjects.Particles.Particle#rotation
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.rotation = 0;
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/**
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* The tint applied to this Particle.
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*
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* @name Phaser.GameObjects.Particles.Particle#tint
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* @type {integer}
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* @webglOnly
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* @since 3.0.0
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*/
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this.tint = 0xffffff;
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/**
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* The lifespan of this Particle in ms.
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*
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* @name Phaser.GameObjects.Particles.Particle#life
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* @type {number}
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* @default 1000
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* @since 3.0.0
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*/
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this.life = 1000;
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/**
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* The current life of this Particle in ms.
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*
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* @name Phaser.GameObjects.Particles.Particle#lifeCurrent
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* @type {number}
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* @default 1000
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* @since 3.0.0
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*/
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this.lifeCurrent = 1000;
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/**
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* The delay applied to this Particle upon emission, in ms.
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*
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* @name Phaser.GameObjects.Particles.Particle#delayCurrent
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.delayCurrent = 0;
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/**
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* The normalized lifespan T value, where 0 is the start and 1 is the end.
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*
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* @name Phaser.GameObjects.Particles.Particle#lifeT
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.lifeT = 0;
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/**
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* The data used by the ease equation.
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*
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* @name Phaser.GameObjects.Particles.Particle#data
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* @type {object}
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* @since 3.0.0
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*/
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this.data = {
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tint: { min: 0xffffff, max: 0xffffff, current: 0xffffff },
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alpha: { min: 1, max: 1 },
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rotate: { min: 0, max: 0 },
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scaleX: { min: 1, max: 1 },
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scaleY: { min: 1, max: 1 }
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};
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},
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/**
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* Checks to see if this Particle is alive and updating.
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*
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* @method Phaser.GameObjects.Particles.Particle#isAlive
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* @since 3.0.0
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*
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* @return {boolean} `true` if this Particle is alive and updating, otherwise `false`.
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*/
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isAlive: function ()
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{
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return (this.lifeCurrent > 0);
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},
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/**
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* Starts this Particle from the given coordinates.
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*
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* @method Phaser.GameObjects.Particles.Particle#fire
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* @since 3.0.0
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*
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* @param {number} x - The x coordinate to launch this Particle from.
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* @param {number} y - The y coordinate to launch this Particle from.
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*/
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fire: function (x, y)
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{
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var emitter = this.emitter;
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this.frame = emitter.getFrame();
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if (emitter.emitZone)
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{
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// Updates particle.x and particle.y during this call
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emitter.emitZone.getPoint(this);
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}
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if (x === undefined)
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{
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if (emitter.follow)
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{
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this.x += emitter.follow.x + emitter.followOffset.x;
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}
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this.x += emitter.x.onEmit(this, 'x');
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}
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else
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{
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this.x += x;
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}
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if (y === undefined)
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{
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if (emitter.follow)
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{
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this.y += emitter.follow.y + emitter.followOffset.y;
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}
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this.y += emitter.y.onEmit(this, 'y');
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}
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else
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{
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this.y += y;
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}
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this.life = emitter.lifespan.onEmit(this, 'lifespan');
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this.lifeCurrent = this.life;
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this.lifeT = 0;
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var sx = emitter.speedX.onEmit(this, 'speedX');
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var sy = (emitter.speedY) ? emitter.speedY.onEmit(this, 'speedY') : sx;
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if (emitter.radial)
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{
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var rad = DegToRad(emitter.angle.onEmit(this, 'angle'));
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this.velocityX = Math.cos(rad) * Math.abs(sx);
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this.velocityY = Math.sin(rad) * Math.abs(sy);
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}
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else if (emitter.moveTo)
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{
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var mx = emitter.moveToX.onEmit(this, 'moveToX');
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var my = (emitter.moveToY) ? emitter.moveToY.onEmit(this, 'moveToY') : mx;
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var angle = Math.atan2(my - this.y, mx - this.x);
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var speed = DistanceBetween(this.x, this.y, mx, my) / (this.life / 1000);
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// We know how many pixels we need to move, but how fast?
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// var speed = this.distanceToXY(displayObject, x, y) / (maxTime / 1000);
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this.velocityX = Math.cos(angle) * speed;
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this.velocityY = Math.sin(angle) * speed;
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}
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else
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{
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this.velocityX = sx;
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this.velocityY = sy;
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}
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if (emitter.acceleration)
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{
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this.accelerationX = emitter.accelerationX.onEmit(this, 'accelerationX');
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this.accelerationY = emitter.accelerationY.onEmit(this, 'accelerationY');
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}
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this.maxVelocityX = emitter.maxVelocityX.onEmit(this, 'maxVelocityX');
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this.maxVelocityY = emitter.maxVelocityY.onEmit(this, 'maxVelocityY');
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this.delayCurrent = emitter.delay.onEmit(this, 'delay');
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this.scaleX = emitter.scaleX.onEmit(this, 'scaleX');
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this.scaleY = (emitter.scaleY) ? emitter.scaleY.onEmit(this, 'scaleY') : this.scaleX;
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this.angle = emitter.rotate.onEmit(this, 'rotate');
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this.rotation = DegToRad(this.angle);
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this.bounce = emitter.bounce.onEmit(this, 'bounce');
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this.alpha = emitter.alpha.onEmit(this, 'alpha');
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this.tint = emitter.tint.onEmit(this, 'tint');
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this.index = emitter.alive.length;
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},
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/**
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* An internal method that calculates the velocity of the Particle.
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*
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* @method Phaser.GameObjects.Particles.Particle#computeVelocity
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Emitter that is updating this Particle.
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* @param {number} delta - The delta time in ms.
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* @param {number} step - The delta value divided by 1000.
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* @param {array} processors - Particle processors (gravity wells).
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*/
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computeVelocity: function (emitter, delta, step, processors)
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{
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var vx = this.velocityX;
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var vy = this.velocityY;
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var ax = this.accelerationX;
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var ay = this.accelerationY;
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var mx = this.maxVelocityX;
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var my = this.maxVelocityY;
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vx += (emitter.gravityX * step);
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vy += (emitter.gravityY * step);
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if (ax)
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{
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vx += (ax * step);
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}
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if (ay)
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{
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vy += (ay * step);
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}
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if (vx > mx)
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{
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vx = mx;
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}
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else if (vx < -mx)
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{
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vx = -mx;
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}
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if (vy > my)
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{
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vy = my;
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}
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else if (vy < -my)
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{
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vy = -my;
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}
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this.velocityX = vx;
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this.velocityY = vy;
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// Apply any additional processors
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for (var i = 0; i < processors.length; i++)
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{
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processors[i].update(this, delta, step);
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}
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},
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/**
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* Checks if this Particle is still within the bounds defined by the given Emitter.
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*
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* If not, and depending on the Emitter collision flags, the Particle may either stop or rebound.
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*
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* @method Phaser.GameObjects.Particles.Particle#checkBounds
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - The Emitter to check the bounds against.
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*/
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checkBounds: function (emitter)
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{
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var bounds = emitter.bounds;
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var bounce = -this.bounce;
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if (this.x < bounds.x && emitter.collideLeft)
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{
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this.x = bounds.x;
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this.velocityX *= bounce;
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}
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else if (this.x > bounds.right && emitter.collideRight)
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{
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this.x = bounds.right;
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this.velocityX *= bounce;
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}
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if (this.y < bounds.y && emitter.collideTop)
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{
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this.y = bounds.y;
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this.velocityY *= bounce;
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}
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else if (this.y > bounds.bottom && emitter.collideBottom)
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{
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this.y = bounds.bottom;
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this.velocityY *= bounce;
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}
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},
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/**
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* The main update method for this Particle.
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*
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* Updates its life values, computes the velocity and repositions the Particle.
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*
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* @method Phaser.GameObjects.Particles.Particle#update
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* @since 3.0.0
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*
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* @param {number} delta - The delta time in ms.
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* @param {number} step - The delta value divided by 1000.
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* @param {array} processors - An optional array of update processors.
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*
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* @return {boolean} Returns `true` if this Particle has now expired and should be removed, otherwise `false` if still active.
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*/
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update: function (delta, step, processors)
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{
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if (this.delayCurrent > 0)
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{
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this.delayCurrent -= delta;
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return false;
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}
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var emitter = this.emitter;
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// How far along in life is this particle? (t = 0 to 1)
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var t = 1 - (this.lifeCurrent / this.life);
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this.lifeT = t;
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this.computeVelocity(emitter, delta, step, processors);
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this.x += this.velocityX * step;
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this.y += this.velocityY * step;
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if (emitter.bounds)
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{
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this.checkBounds(emitter);
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}
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if (emitter.deathZone && emitter.deathZone.willKill(this))
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{
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this.lifeCurrent = 0;
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// No need to go any further, particle has been killed
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return true;
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}
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this.scaleX = emitter.scaleX.onUpdate(this, 'scaleX', t, this.scaleX);
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if (emitter.scaleY)
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{
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this.scaleY = emitter.scaleY.onUpdate(this, 'scaleY', t, this.scaleY);
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}
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else
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{
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this.scaleY = this.scaleX;
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}
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this.angle = emitter.rotate.onUpdate(this, 'rotate', t, this.angle);
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this.rotation = DegToRad(this.angle);
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this.alpha = emitter.alpha.onUpdate(this, 'alpha', t, this.alpha);
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this.tint = emitter.tint.onUpdate(this, 'tint', t, this.tint);
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this.lifeCurrent -= delta;
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return (this.lifeCurrent <= 0);
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}
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});
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module.exports = Particle;
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