phaser/src/gameobjects/particles/Particle.js

568 lines
15 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @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');
var GetColor = function (value)
{
return (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
};
/**
* @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 {number}
* @default 1
* @since 3.0.0
*/
this.scaleX = 1;
/**
* The vertical scale of this Particle.
*
* @name Phaser.GameObjects.Particles.Particle#scaleY
* @type {number}
* @default 1
* @since 3.0.0
*/
this.scaleY = 1;
/**
* The alpha value of this Particle.
*
* @name Phaser.GameObjects.Particles.Particle#alpha
* @type {number}
* @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 {integer}
* @webglOnly
* @since 3.0.0
*/
this.tint = 0xffffff;
/**
* 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 {number}
* @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.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 {number} 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 {number} 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.lifeCurrent -= delta;
return (this.lifeCurrent <= 0);
}
});
module.exports = Particle;