mirror of
https://github.com/photonstorm/phaser
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165 lines
4.9 KiB
JavaScript
165 lines
4.9 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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/**
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* Create a new `Particle` object. Particles are extended Sprites that are emitted by a particle emitter such as Phaser.Particles.Arcade.Emitter.
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*
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* @class Phaser.GameObject.Particle
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* @constructor
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* @extends Phaser.Sprite
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - The x coordinate (in world space) to position the Particle at.
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* @param {number} y - The y coordinate (in world space) to position the Particle at.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Particle during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Particle is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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*/
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Phaser.GameObject.Particle = function (game, x, y, key, frame) {
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Phaser.GameObject.Sprite.call(this, game, x, y, key, frame);
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/**
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* @property {boolean} autoScale - If this Particle automatically scales this is set to true by Particle.setScaleData.
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* @protected
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*/
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this.autoScale = false;
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/**
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* @property {array} scaleData - A reference to the scaleData array owned by the Emitter that emitted this Particle.
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* @protected
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*/
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this.scaleData = null;
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/**
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* @property {number} _s - Internal cache var for tracking auto scale.
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* @private
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*/
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this._s = 0;
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/**
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* @property {boolean} autoAlpha - If this Particle automatically changes alpha this is set to true by Particle.setAlphaData.
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* @protected
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*/
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this.autoAlpha = false;
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/**
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* @property {array} alphaData - A reference to the alphaData array owned by the Emitter that emitted this Particle.
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* @protected
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*/
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this.alphaData = null;
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/**
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* @property {number} _a - Internal cache var for tracking auto alpha.
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* @private
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*/
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this._a = 0;
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};
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Phaser.GameObject.Particle.prototype = Object.create(Phaser.GameObject.Sprite.prototype);
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Phaser.GameObject.Particle.prototype.constructor = Phaser.GameObject.Particle;
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/**
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* Updates the Particle scale or alpha if autoScale and autoAlpha are set.
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*
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* @method Phaser.Particle#update
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* @memberof Phaser.Particle
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*/
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Phaser.GameObject.Particle.prototype.update = function() {
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if (this.autoScale)
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{
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this._s--;
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if (this._s)
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{
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this.scale.set(this.scaleData[this._s].x, this.scaleData[this._s].y);
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}
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else
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{
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this.autoScale = false;
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}
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}
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if (this.autoAlpha)
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{
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this._a--;
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if (this._a)
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{
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this.alpha = this.alphaData[this._a].v;
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}
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else
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{
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this.autoAlpha = false;
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}
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}
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};
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/**
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* Called by the Emitter when this particle is emitted. Left empty for you to over-ride as required.
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*
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* @method Phaser.Particle#onEmit
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* @memberof Phaser.Particle
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*/
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Phaser.GameObject.Particle.prototype.onEmit = function() {
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};
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/**
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* Called by the Emitter if autoAlpha has been enabled. Passes over the alpha ease data and resets the alpha counter.
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*
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* @method Phaser.Particle#setAlphaData
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* @memberof Phaser.Particle
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*/
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Phaser.GameObject.Particle.prototype.setAlphaData = function(data) {
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this.alphaData = data;
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this._a = data.length - 1;
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this.alpha = this.alphaData[this._a].v;
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this.autoAlpha = true;
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};
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/**
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* Called by the Emitter if autoScale has been enabled. Passes over the scale ease data and resets the scale counter.
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*
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* @method Phaser.Particle#setScaleData
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* @memberof Phaser.Particle
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*/
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Phaser.GameObject.Particle.prototype.setScaleData = function(data) {
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this.scaleData = data;
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this._s = data.length - 1;
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this.scale.set(this.scaleData[this._s].x, this.scaleData[this._s].y);
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this.autoScale = true;
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};
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/**
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* Resets the Particle. This places the Particle at the given x/y world coordinates and then
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* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.
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* If the Particle has a physics body that too is reset.
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*
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* @method Phaser.Particle#reset
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* @memberof Phaser.Particle
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* @param {number} x - The x coordinate (in world space) to position the Particle at.
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* @param {number} y - The y coordinate (in world space) to position the Particle at.
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* @param {number} [health=1] - The health to give the Particle.
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* @return {Phaser.Particle} This instance.
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*/
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Phaser.GameObject.Particle.prototype.reset = function(x, y, health) {
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Phaser.Component.Reset.prototype.reset.call(this, x, y, health);
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this.alpha = 1;
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this.scale.set(1);
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this.autoScale = false;
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this.autoAlpha = false;
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return this;
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};
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