mirror of
https://github.com/photonstorm/phaser
synced 2024-12-02 17:41:06 +00:00
46 lines
1.9 KiB
JavaScript
46 lines
1.9 KiB
JavaScript
var __extends = this.__extends || function (d, b) {
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function __() { this.constructor = d; }
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__.prototype = b.prototype;
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d.prototype = new __();
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};
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/gameobjects/Particle.ts" />
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/// <reference path="../../Phaser/gameobjects/Emitter.ts" />
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// Actually we could achieve the same result as this by using a sprite sheet and basic Particle
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// but it still shows you how to use it properly from TypeScript, so it was worth making
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var customParticle = (function (_super) {
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__extends(customParticle, _super);
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function customParticle(game) {
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_super.call(this, game);
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var s = [
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'carrot',
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'melon',
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'eggplant',
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'mushroom',
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'pineapple'
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];
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this.loadGraphic(game.math.getRandom(s));
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}
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return customParticle;
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})(Phaser.Particle);
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
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var emitter;
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function init() {
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myGame.loader.addImageFile('carrot', 'assets/sprites/carrot.png');
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myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
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myGame.loader.addImageFile('eggplant', 'assets/sprites/eggplant.png');
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myGame.loader.addImageFile('mushroom', 'assets/sprites/mushroom.png');
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myGame.loader.addImageFile('pineapple', 'assets/sprites/pineapple.png');
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myGame.loader.load();
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}
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function create() {
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emitter = myGame.add.emitter(myGame.stage.centerX, 50);
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emitter.gravity = 100;
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// Here we tell the emitter to use our customParticle class
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// The customParticle needs to extend Particle and must take game:Game as the first constructor parameter, otherwise it's free as a bird
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emitter.particleClass = customParticle;
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emitter.makeParticles(null, 500, false, 0);
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emitter.start(false, 10, 0.05);
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}
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})();
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