phaser/Tests/demoscene/fruitfall.js

44 lines
1.7 KiB
JavaScript

var __extends = this.__extends || function (d, b) {
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/gameobjects/Particle.ts" />
/// <reference path="../../Phaser/gameobjects/Emitter.ts" />
var fruitParticle = (function (_super) {
__extends(fruitParticle, _super);
function fruitParticle(game) {
_super.call(this, game);
var s = [
'carrot',
'melon',
'eggplant',
'mushroom',
'pineapple'
];
this.texture.loadImage(game.math.getRandom(s));
}
return fruitParticle;
})(Phaser.Particle);
(function () {
var game = new Phaser.Game(this, 'game', 320, 200, init, create);
var emitter;
function init() {
game.load.image('carrot', '../assets/sprites/carrot.png');
game.load.image('melon', '../assets/sprites/melon.png');
game.load.image('eggplant', '../assets/sprites/eggplant.png');
game.load.image('mushroom', '../assets/sprites/mushroom.png');
game.load.image('pineapple', '../assets/sprites/pineapple.png');
game.load.start();
}
function create() {
emitter = game.add.emitter(game.stage.centerX, 50);
emitter.gravity = 100;
// Here we tell the emitter to use our customParticle class
// The customParticle needs to extend Particle and must take game:Game as the first constructor parameter, otherwise it's free as a bird
emitter.particleClass = fruitParticle;
emitter.makeParticles(null, 50, false, 0);
emitter.start(false, 10, 0.05);
}
})();