mirror of
https://github.com/photonstorm/phaser
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5130fccbf5
Add ParticleEmitter.remove() and ParticleEmitterManager#removeEmitter()
2065 lines
65 KiB
JavaScript
2065 lines
65 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var BlendModes = require('../../renderer/BlendModes');
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var Class = require('../../utils/Class');
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var Components = require('../components');
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var DeathZone = require('./zones/DeathZone');
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var EdgeZone = require('./zones/EdgeZone');
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var EmitterOp = require('./EmitterOp');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var GetRandom = require('../../utils/array/GetRandom');
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var HasAny = require('../../utils/object/HasAny');
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var HasValue = require('../../utils/object/HasValue');
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var Particle = require('./Particle');
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var RandomZone = require('./zones/RandomZone');
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var Rectangle = require('../../geom/rectangle/Rectangle');
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var StableSort = require('../../utils/array/StableSort');
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var Vector2 = require('../../math/Vector2');
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var Wrap = require('../../math/Wrap');
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/**
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* @classdesc
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* A particle emitter represents a single particle stream.
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* It controls a pool of {@link Phaser.GameObjects.Particles.Particle Particles} and is controlled by a {@link Phaser.GameObjects.Particles.ParticleEmitterManager Particle Emitter Manager}.
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*
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* @class ParticleEmitter
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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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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Visible
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*
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* @param {Phaser.GameObjects.Particles.ParticleEmitterManager} manager - The Emitter Manager this Emitter belongs to.
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* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterConfig} config - Settings for this emitter.
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*/
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var ParticleEmitter = new Class({
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Mixins: [
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Components.BlendMode,
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Components.Mask,
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Components.ScrollFactor,
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Components.Visible
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],
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initialize:
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function ParticleEmitter (manager, config)
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{
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/**
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* The Emitter Manager this Emitter belongs to.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#manager
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* @type {Phaser.GameObjects.Particles.ParticleEmitterManager}
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* @since 3.0.0
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*/
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this.manager = manager;
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/**
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* The texture assigned to particles.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#texture
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* @type {Phaser.Textures.Texture}
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* @since 3.0.0
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*/
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this.texture = manager.texture;
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/**
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* The texture frames assigned to particles.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#frames
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* @type {Phaser.Textures.Frame[]}
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* @since 3.0.0
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*/
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this.frames = [ manager.defaultFrame ];
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/**
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* The default texture frame assigned to particles.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#defaultFrame
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* @type {Phaser.Textures.Frame}
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* @since 3.0.0
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*/
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this.defaultFrame = manager.defaultFrame;
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/**
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* Names of simple configuration properties.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#configFastMap
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* @type {object}
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* @since 3.0.0
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*/
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this.configFastMap = [
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'active',
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'blendMode',
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'collideBottom',
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'collideLeft',
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'collideRight',
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'collideTop',
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'deathCallback',
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'deathCallbackScope',
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'emitCallback',
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'emitCallbackScope',
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'follow',
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'frequency',
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'gravityX',
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'gravityY',
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'maxParticles',
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'name',
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'on',
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'particleBringToTop',
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'particleClass',
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'radial',
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'timeScale',
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'trackVisible',
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'visible'
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];
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/**
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* Names of complex configuration properties.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#configOpMap
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* @type {object}
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* @since 3.0.0
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*/
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this.configOpMap = [
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'accelerationX',
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'accelerationY',
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'angle',
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'alpha',
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'bounce',
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'delay',
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'lifespan',
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'maxVelocityX',
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'maxVelocityY',
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'moveToX',
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'moveToY',
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'quantity',
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'rotate',
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'scaleX',
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'scaleY',
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'speedX',
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'speedY',
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'tint',
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'x',
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'y'
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];
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/**
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* The name of this Particle Emitter.
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*
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* Empty by default and never populated by Phaser, this is left for developers to use.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#name
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* @type {string}
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* @default ''
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* @since 3.0.0
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*/
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this.name = '';
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/**
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* The Particle Class which will be emitted by this Emitter.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#particleClass
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* @type {Phaser.GameObjects.Particles.Particle}
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* @default Phaser.GameObjects.Particles.Particle
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* @since 3.0.0
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*/
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this.particleClass = Particle;
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/**
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* The x-coordinate of the particle origin (where particles will be emitted).
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#x
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 0
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setPosition
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*/
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this.x = new EmitterOp(config, 'x', 0, true);
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/**
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* The y-coordinate of the particle origin (where particles will be emitted).
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#y
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 0
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setPosition
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*/
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this.y = new EmitterOp(config, 'y', 0, true);
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/**
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* A radial emitter will emit particles in all directions between angle min and max,
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* using {@link Phaser.GameObjects.Particles.ParticleEmitter#speed} as the value. If set to false then this acts as a point Emitter.
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* A point emitter will emit particles only in the direction derived from the speedX and speedY values.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#radial
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* @type {boolean}
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* @default true
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setRadial
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*/
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this.radial = true;
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/**
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* Horizontal acceleration applied to emitted particles, in pixels per second squared.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#gravityX
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* @type {number}
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* @default 0
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setGravity
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*/
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this.gravityX = 0;
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/**
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* Vertical acceleration applied to emitted particles, in pixels per second squared.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#gravityY
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* @type {number}
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* @default 0
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setGravity
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*/
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this.gravityY = 0;
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/**
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* Whether accelerationX and accelerationY are non-zero. Set automatically during configuration.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#acceleration
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.acceleration = false;
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/**
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* Horizontal acceleration applied to emitted particles, in pixels per second squared.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#accelerationX
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 0
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* @since 3.0.0
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*/
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this.accelerationX = new EmitterOp(config, 'accelerationX', 0, true);
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/**
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* Vertical acceleration applied to emitted particles, in pixels per second squared.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#accelerationY
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 0
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* @since 3.0.0
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*/
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this.accelerationY = new EmitterOp(config, 'accelerationY', 0, true);
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/**
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* The maximum horizontal velocity of emitted particles, in pixels per second squared.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#maxVelocityX
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 10000
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* @since 3.0.0
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*/
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this.maxVelocityX = new EmitterOp(config, 'maxVelocityX', 10000, true);
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/**
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* The maximum vertical velocity of emitted particles, in pixels per second squared.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#maxVelocityY
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 10000
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* @since 3.0.0
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*/
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this.maxVelocityY = new EmitterOp(config, 'maxVelocityY', 10000, true);
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/**
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* The initial horizontal speed of emitted particles, in pixels per second.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#speedX
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 0
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setSpeedX
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*/
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this.speedX = new EmitterOp(config, 'speedX', 0, true);
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/**
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* The initial vertical speed of emitted particles, in pixels per second.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#speedY
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 0
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setSpeedY
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*/
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this.speedY = new EmitterOp(config, 'speedY', 0, true);
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/**
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* Whether moveToX and moveToY are nonzero. Set automatically during configuration.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#moveTo
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.moveTo = false;
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/**
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* The x-coordinate emitted particles move toward, when {@link Phaser.GameObjects.Particles.ParticleEmitter#moveTo} is true.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#moveToX
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 0
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* @since 3.0.0
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*/
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this.moveToX = new EmitterOp(config, 'moveToX', 0, true);
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/**
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* The y-coordinate emitted particles move toward, when {@link Phaser.GameObjects.Particles.ParticleEmitter#moveTo} is true.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#moveToY
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 0
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* @since 3.0.0
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*/
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this.moveToY = new EmitterOp(config, 'moveToY', 0, true);
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/**
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* Whether particles will rebound when they meet the emitter bounds.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#bounce
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 0
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* @since 3.0.0
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*/
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this.bounce = new EmitterOp(config, 'bounce', 0, true);
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/**
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* The horizontal scale of emitted particles.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#scaleX
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 1
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setScale
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setScaleX
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*/
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this.scaleX = new EmitterOp(config, 'scaleX', 1);
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/**
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* The vertical scale of emitted particles.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#scaleY
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 1
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setScale
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setScaleY
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*/
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this.scaleY = new EmitterOp(config, 'scaleY', 1);
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/**
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* Color tint applied to emitted particles. Any alpha component (0xAA000000) is ignored.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#tint
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 0xffffffff
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* @since 3.0.0
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*/
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this.tint = new EmitterOp(config, 'tint', 0xffffffff);
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/**
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* The alpha (transparency) of emitted particles.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#alpha
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 1
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setAlpha
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*/
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this.alpha = new EmitterOp(config, 'alpha', 1);
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/**
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* The lifespan of emitted particles, in ms.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#lifespan
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 1000
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setLifespan
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*/
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this.lifespan = new EmitterOp(config, 'lifespan', 1000, true);
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/**
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* The angle of the initial velocity of emitted particles, in degrees.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#angle
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default { min: 0, max: 360 }
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setAngle
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*/
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this.angle = new EmitterOp(config, 'angle', { min: 0, max: 360 }, true);
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/**
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* The rotation of emitted particles, in degrees.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#rotate
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 0
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* @since 3.0.0
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*/
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this.rotate = new EmitterOp(config, 'rotate', 0);
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/**
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* A function to call when a particle is emitted.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#emitCallback
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* @type {?Phaser.Types.GameObjects.Particles.ParticleEmitterCallback}
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* @default null
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* @since 3.0.0
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*/
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this.emitCallback = null;
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/**
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* The calling context for {@link Phaser.GameObjects.Particles.ParticleEmitter#emitCallback}.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#emitCallbackScope
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* @type {?*}
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* @default null
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* @since 3.0.0
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*/
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this.emitCallbackScope = null;
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/**
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* A function to call when a particle dies.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#deathCallback
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* @type {?Phaser.Types.GameObjects.Particles.ParticleDeathCallback}
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* @default null
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* @since 3.0.0
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*/
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this.deathCallback = null;
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/**
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* The calling context for {@link Phaser.GameObjects.Particles.ParticleEmitter#deathCallback}.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#deathCallbackScope
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* @type {?*}
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* @default null
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* @since 3.0.0
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*/
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this.deathCallbackScope = null;
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/**
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* Set to hard limit the amount of particle objects this emitter is allowed to create.
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* 0 means unlimited.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#maxParticles
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* @type {integer}
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* @default 0
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* @since 3.0.0
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*/
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this.maxParticles = 0;
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/**
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* How many particles are emitted each time particles are emitted (one explosion or one flow cycle).
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#quantity
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 1
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* @since 3.0.0
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setFrequency
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* @see Phaser.GameObjects.Particles.ParticleEmitter#setQuantity
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*/
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this.quantity = new EmitterOp(config, 'quantity', 1, true);
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/**
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* How many ms to wait after emission before the particles start updating.
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#delay
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* @type {Phaser.GameObjects.Particles.EmitterOp}
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* @default 0
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* @since 3.0.0
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*/
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this.delay = new EmitterOp(config, 'delay', 0, true);
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/**
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* For a flow emitter, the time interval (>= 0) between particle flow cycles in ms.
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* A value of 0 means there is one particle flow cycle for each logic update (the maximum flow frequency). This is the default setting.
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* For an exploding emitter, this value will be -1.
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* Calling {@link Phaser.GameObjects.Particles.ParticleEmitter#flow} also puts the emitter in flow mode (frequency >= 0).
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* Calling {@link Phaser.GameObjects.Particles.ParticleEmitter#explode} also puts the emitter in explode mode (frequency = -1).
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*
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* @name Phaser.GameObjects.Particles.ParticleEmitter#frequency
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* @type {number}
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* @default 0
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|
* @since 3.0.0
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#setFrequency
|
|
*/
|
|
this.frequency = 0;
|
|
|
|
/**
|
|
* Controls if the emitter is currently emitting a particle flow (when frequency >= 0).
|
|
* Already alive particles will continue to update until they expire.
|
|
* Controlled by {@link Phaser.GameObjects.Particles.ParticleEmitter#start} and {@link Phaser.GameObjects.Particles.ParticleEmitter#stop}.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#on
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.on = true;
|
|
|
|
/**
|
|
* Newly emitted particles are added to the top of the particle list, i.e. rendered above those already alive.
|
|
* Set to false to send them to the back.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#particleBringToTop
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.particleBringToTop = true;
|
|
|
|
/**
|
|
* The time rate applied to active particles, affecting lifespan, movement, and tweens. Values larger than 1 are faster than normal.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#timeScale
|
|
* @type {number}
|
|
* @default 1
|
|
* @since 3.0.0
|
|
*/
|
|
this.timeScale = 1;
|
|
|
|
/**
|
|
* An object describing a shape to emit particles from.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#emitZone
|
|
* @type {?Phaser.GameObjects.Particles.Zones.EdgeZone|Phaser.GameObjects.Particles.Zones.RandomZone}
|
|
* @default null
|
|
* @since 3.0.0
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#setEmitZone
|
|
*/
|
|
this.emitZone = null;
|
|
|
|
/**
|
|
* An object describing a shape that deactivates particles when they interact with it.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#deathZone
|
|
* @type {?Phaser.GameObjects.Particles.Zones.DeathZone}
|
|
* @default null
|
|
* @since 3.0.0
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#setDeathZone
|
|
*/
|
|
this.deathZone = null;
|
|
|
|
/**
|
|
* A rectangular boundary constraining particle movement.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#bounds
|
|
* @type {?Phaser.Geom.Rectangle}
|
|
* @default null
|
|
* @since 3.0.0
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#setBounds
|
|
*/
|
|
this.bounds = null;
|
|
|
|
/**
|
|
* Whether particles interact with the left edge of the emitter {@link Phaser.GameObjects.Particles.ParticleEmitter#bounds}.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#collideLeft
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.collideLeft = true;
|
|
|
|
/**
|
|
* Whether particles interact with the right edge of the emitter {@link Phaser.GameObjects.Particles.ParticleEmitter#bounds}.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#collideRight
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.collideRight = true;
|
|
|
|
/**
|
|
* Whether particles interact with the top edge of the emitter {@link Phaser.GameObjects.Particles.ParticleEmitter#bounds}.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#collideTop
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.collideTop = true;
|
|
|
|
/**
|
|
* Whether particles interact with the bottom edge of the emitter {@link Phaser.GameObjects.Particles.ParticleEmitter#bounds}.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#collideBottom
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.collideBottom = true;
|
|
|
|
/**
|
|
* Whether this emitter updates itself and its particles.
|
|
*
|
|
* Controlled by {@link Phaser.GameObjects.Particles.ParticleEmitter#pause}
|
|
* and {@link Phaser.GameObjects.Particles.ParticleEmitter#resume}.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#active
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
*/
|
|
this.active = true;
|
|
|
|
/**
|
|
* Set this to false to hide any active particles.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#visible
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#setVisible
|
|
*/
|
|
this.visible = true;
|
|
|
|
/**
|
|
* The blend mode of this emitter's particles.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#blendMode
|
|
* @type {integer}
|
|
* @since 3.0.0
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#setBlendMode
|
|
*/
|
|
this.blendMode = BlendModes.NORMAL;
|
|
|
|
/**
|
|
* A Game Object whose position is used as the particle origin.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#follow
|
|
* @type {?Phaser.GameObjects.GameObject}
|
|
* @default null
|
|
* @since 3.0.0
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#startFollow
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#stopFollow
|
|
*/
|
|
this.follow = null;
|
|
|
|
/**
|
|
* The offset of the particle origin from the {@link Phaser.GameObjects.Particles.ParticleEmitter#follow} target.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#followOffset
|
|
* @type {Phaser.Math.Vector2}
|
|
* @since 3.0.0
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#startFollow
|
|
*/
|
|
this.followOffset = new Vector2();
|
|
|
|
/**
|
|
* Whether the emitter's {@link Phaser.GameObjects.Particles.ParticleEmitter#visible} state will track
|
|
* the {@link Phaser.GameObjects.Particles.ParticleEmitter#follow} target's visibility state.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#trackVisible
|
|
* @type {boolean}
|
|
* @default false
|
|
* @since 3.0.0
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#startFollow
|
|
*/
|
|
this.trackVisible = false;
|
|
|
|
/**
|
|
* The current texture frame, as an index of {@link Phaser.GameObjects.Particles.ParticleEmitter#frames}.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#currentFrame
|
|
* @type {integer}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#setFrame
|
|
*/
|
|
this.currentFrame = 0;
|
|
|
|
/**
|
|
* Whether texture {@link Phaser.GameObjects.Particles.ParticleEmitter#frames} are selected at random.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#randomFrame
|
|
* @type {boolean}
|
|
* @default true
|
|
* @since 3.0.0
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#setFrame
|
|
*/
|
|
this.randomFrame = true;
|
|
|
|
/**
|
|
* The number of consecutive particles that receive a single texture frame (per frame cycle).
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#frameQuantity
|
|
* @type {integer}
|
|
* @default 1
|
|
* @since 3.0.0
|
|
* @see Phaser.GameObjects.Particles.ParticleEmitter#setFrame
|
|
*/
|
|
this.frameQuantity = 1;
|
|
|
|
/**
|
|
* Inactive particles.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#dead
|
|
* @type {Phaser.GameObjects.Particles.Particle[]}
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
this.dead = [];
|
|
|
|
/**
|
|
* Active particles
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#alive
|
|
* @type {Phaser.GameObjects.Particles.Particle[]}
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
this.alive = [];
|
|
|
|
/**
|
|
* The time until the next flow cycle.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#_counter
|
|
* @type {number}
|
|
* @private
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this._counter = 0;
|
|
|
|
/**
|
|
* Counts up to {@link Phaser.GameObjects.Particles.ParticleEmitter#frameQuantity}.
|
|
*
|
|
* @name Phaser.GameObjects.Particles.ParticleEmitter#_frameCounter
|
|
* @type {integer}
|
|
* @private
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
this._frameCounter = 0;
|
|
|
|
if (config)
|
|
{
|
|
this.fromJSON(config);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Merges configuration settings into the emitter's current settings.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#fromJSON
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterConfig} config - Settings for this emitter.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
fromJSON: function (config)
|
|
{
|
|
if (!config)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
// Only update properties from their current state if they exist in the given config
|
|
|
|
var i = 0;
|
|
var key = '';
|
|
|
|
for (i = 0; i < this.configFastMap.length; i++)
|
|
{
|
|
key = this.configFastMap[i];
|
|
|
|
if (HasValue(config, key))
|
|
{
|
|
this[key] = GetFastValue(config, key);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < this.configOpMap.length; i++)
|
|
{
|
|
key = this.configOpMap[i];
|
|
|
|
if (HasValue(config, key))
|
|
{
|
|
this[key].loadConfig(config);
|
|
}
|
|
}
|
|
|
|
this.acceleration = (this.accelerationX.propertyValue !== 0 || this.accelerationY.propertyValue !== 0);
|
|
|
|
this.moveTo = (this.moveToX.propertyValue !== 0 || this.moveToY.propertyValue !== 0);
|
|
|
|
// Special 'speed' override
|
|
|
|
if (HasValue(config, 'speed'))
|
|
{
|
|
this.speedX.loadConfig(config, 'speed');
|
|
this.speedY = null;
|
|
}
|
|
|
|
// If you specify speedX, speedY or moveTo then it changes the emitter from radial to a point emitter
|
|
if (HasAny(config, [ 'speedX', 'speedY' ]) || this.moveTo)
|
|
{
|
|
this.radial = false;
|
|
}
|
|
|
|
// Special 'scale' override
|
|
|
|
if (HasValue(config, 'scale'))
|
|
{
|
|
this.scaleX.loadConfig(config, 'scale');
|
|
this.scaleY = null;
|
|
}
|
|
|
|
if (HasValue(config, 'callbackScope'))
|
|
{
|
|
var callbackScope = GetFastValue(config, 'callbackScope', null);
|
|
|
|
this.emitCallbackScope = callbackScope;
|
|
this.deathCallbackScope = callbackScope;
|
|
}
|
|
|
|
if (HasValue(config, 'emitZone'))
|
|
{
|
|
this.setEmitZone(config.emitZone);
|
|
}
|
|
|
|
if (HasValue(config, 'deathZone'))
|
|
{
|
|
this.setDeathZone(config.deathZone);
|
|
}
|
|
|
|
if (HasValue(config, 'bounds'))
|
|
{
|
|
this.setBounds(config.bounds);
|
|
}
|
|
|
|
if (HasValue(config, 'followOffset'))
|
|
{
|
|
this.followOffset.setFromObject(GetFastValue(config, 'followOffset', 0));
|
|
}
|
|
|
|
if (HasValue(config, 'frame'))
|
|
{
|
|
this.setFrame(config.frame);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Creates a description of this emitter suitable for JSON serialization.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#toJSON
|
|
* @since 3.0.0
|
|
*
|
|
* @param {object} [output] - An object to copy output into.
|
|
*
|
|
* @return {object} - The output object.
|
|
*/
|
|
toJSON: function (output)
|
|
{
|
|
if (output === undefined) { output = {}; }
|
|
|
|
var i = 0;
|
|
var key = '';
|
|
|
|
for (i = 0; i < this.configFastMap.length; i++)
|
|
{
|
|
key = this.configFastMap[i];
|
|
|
|
output[key] = this[key];
|
|
}
|
|
|
|
for (i = 0; i < this.configOpMap.length; i++)
|
|
{
|
|
key = this.configOpMap[i];
|
|
|
|
if (this[key])
|
|
{
|
|
output[key] = this[key].toJSON();
|
|
}
|
|
}
|
|
|
|
// special handlers
|
|
if (!this.speedY)
|
|
{
|
|
delete output.speedX;
|
|
output.speed = this.speedX.toJSON();
|
|
}
|
|
|
|
if (!this.scaleY)
|
|
{
|
|
delete output.scaleX;
|
|
output.scale = this.scaleX.toJSON();
|
|
}
|
|
|
|
return output;
|
|
},
|
|
|
|
/**
|
|
* Continuously moves the particle origin to follow a Game Object's position.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#startFollow
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} target - The Game Object to follow.
|
|
* @param {number} [offsetX=0] - Horizontal offset of the particle origin from the Game Object.
|
|
* @param {number} [offsetY=0] - Vertical offset of the particle origin from the Game Object.
|
|
* @param {boolean} [trackVisible=false] - Whether the emitter's visible state will track the target's visible state.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
startFollow: function (target, offsetX, offsetY, trackVisible)
|
|
{
|
|
if (offsetX === undefined) { offsetX = 0; }
|
|
if (offsetY === undefined) { offsetY = 0; }
|
|
if (trackVisible === undefined) { trackVisible = false; }
|
|
|
|
this.follow = target;
|
|
this.followOffset.set(offsetX, offsetY);
|
|
this.trackVisible = trackVisible;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Stops following a Game Object.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#stopFollow
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
stopFollow: function ()
|
|
{
|
|
this.follow = null;
|
|
this.followOffset.set(0, 0);
|
|
this.trackVisible = false;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Chooses a texture frame from {@link Phaser.GameObjects.Particles.ParticleEmitter#frames}.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#getFrame
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.Textures.Frame} The texture frame.
|
|
*/
|
|
getFrame: function ()
|
|
{
|
|
if (this.frames.length === 1)
|
|
{
|
|
return this.defaultFrame;
|
|
}
|
|
else if (this.randomFrame)
|
|
{
|
|
return GetRandom(this.frames);
|
|
}
|
|
else
|
|
{
|
|
var frame = this.frames[this.currentFrame];
|
|
|
|
this._frameCounter++;
|
|
|
|
if (this._frameCounter === this.frameQuantity)
|
|
{
|
|
this._frameCounter = 0;
|
|
this.currentFrame = Wrap(this.currentFrame + 1, 0, this._frameLength);
|
|
}
|
|
|
|
return frame;
|
|
}
|
|
},
|
|
|
|
// frame: 0
|
|
// frame: 'red'
|
|
// frame: [ 0, 1, 2, 3 ]
|
|
// frame: [ 'red', 'green', 'blue', 'pink', 'white' ]
|
|
// frame: { frames: [ 'red', 'green', 'blue', 'pink', 'white' ], [cycle: bool], [quantity: int] }
|
|
|
|
/**
|
|
* Sets a pattern for assigning texture frames to emitted particles.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setFrame
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(array|string|integer|Phaser.Types.GameObjects.Particles.ParticleEmitterFrameConfig)} frames - One or more texture frames, or a configuration object.
|
|
* @param {boolean} [pickRandom=true] - Whether frames should be assigned at random from `frames`.
|
|
* @param {integer} [quantity=1] - The number of consecutive particles that will receive each frame.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setFrame: function (frames, pickRandom, quantity)
|
|
{
|
|
if (pickRandom === undefined) { pickRandom = true; }
|
|
if (quantity === undefined) { quantity = 1; }
|
|
|
|
this.randomFrame = pickRandom;
|
|
this.frameQuantity = quantity;
|
|
this.currentFrame = 0;
|
|
this._frameCounter = 0;
|
|
|
|
var t = typeof (frames);
|
|
|
|
if (Array.isArray(frames) || t === 'string' || t === 'number')
|
|
{
|
|
this.manager.setEmitterFrames(frames, this);
|
|
}
|
|
else if (t === 'object')
|
|
{
|
|
var frameConfig = frames;
|
|
|
|
frames = GetFastValue(frameConfig, 'frames', null);
|
|
|
|
if (frames)
|
|
{
|
|
this.manager.setEmitterFrames(frames, this);
|
|
}
|
|
|
|
var isCycle = GetFastValue(frameConfig, 'cycle', false);
|
|
|
|
this.randomFrame = (isCycle) ? false : true;
|
|
|
|
this.frameQuantity = GetFastValue(frameConfig, 'quantity', quantity);
|
|
}
|
|
|
|
this._frameLength = this.frames.length;
|
|
|
|
if (this._frameLength === 1)
|
|
{
|
|
this.frameQuantity = 1;
|
|
this.randomFrame = false;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Turns {@link Phaser.GameObjects.Particles.ParticleEmitter#radial} particle movement on or off.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setRadial
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} [value=true] - Radial mode (true) or point mode (true).
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setRadial: function (value)
|
|
{
|
|
if (value === undefined) { value = true; }
|
|
|
|
this.radial = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the position of the emitter's particle origin.
|
|
* New particles will be emitted here.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setPosition
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} x - The x-coordinate of the particle origin.
|
|
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} y - The y-coordinate of the particle origin.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setPosition: function (x, y)
|
|
{
|
|
this.x.onChange(x);
|
|
this.y.onChange(y);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets or modifies a rectangular boundary constraining the particles.
|
|
*
|
|
* To remove the boundary, set {@link Phaser.GameObjects.Particles.ParticleEmitter#bounds} to null.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setBounds
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(number|Phaser.Types.GameObjects.Particles.ParticleEmitterBounds|Phaser.Types.GameObjects.Particles.ParticleEmitterBoundsAlt)} x - The x-coordinate of the left edge of the boundary, or an object representing a rectangle.
|
|
* @param {number} y - The y-coordinate of the top edge of the boundary.
|
|
* @param {number} width - The width of the boundary.
|
|
* @param {number} height - The height of the boundary.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setBounds: function (x, y, width, height)
|
|
{
|
|
if (typeof x === 'object')
|
|
{
|
|
var obj = x;
|
|
|
|
x = obj.x;
|
|
y = obj.y;
|
|
width = (HasValue(obj, 'w')) ? obj.w : obj.width;
|
|
height = (HasValue(obj, 'h')) ? obj.h : obj.height;
|
|
}
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.bounds.setTo(x, y, width, height);
|
|
}
|
|
else
|
|
{
|
|
this.bounds = new Rectangle(x, y, width, height);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the initial horizontal speed of emitted particles.
|
|
* Changes the emitter to point mode.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setSpeedX
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The speed, in pixels per second.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setSpeedX: function (value)
|
|
{
|
|
this.speedX.onChange(value);
|
|
|
|
// If you specify speedX and Y then it changes the emitter from radial to a point emitter
|
|
this.radial = false;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the initial vertical speed of emitted particles.
|
|
* Changes the emitter to point mode.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setSpeedY
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The speed, in pixels per second.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setSpeedY: function (value)
|
|
{
|
|
if (this.speedY)
|
|
{
|
|
this.speedY.onChange(value);
|
|
|
|
// If you specify speedX and Y then it changes the emitter from radial to a point emitter
|
|
this.radial = false;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the initial radial speed of emitted particles.
|
|
* Changes the emitter to radial mode.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setSpeed
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The speed, in pixels per second.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setSpeed: function (value)
|
|
{
|
|
this.speedX.onChange(value);
|
|
this.speedY = null;
|
|
|
|
// If you specify speedX and Y then it changes the emitter from radial to a point emitter
|
|
this.radial = true;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the horizontal scale of emitted particles.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setScaleX
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - The scale, relative to 1.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setScaleX: function (value)
|
|
{
|
|
this.scaleX.onChange(value);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the vertical scale of emitted particles.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setScaleY
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - The scale, relative to 1.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setScaleY: function (value)
|
|
{
|
|
this.scaleY.onChange(value);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the scale of emitted particles.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setScale
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - The scale, relative to 1.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setScale: function (value)
|
|
{
|
|
this.scaleX.onChange(value);
|
|
this.scaleY = null;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the horizontal gravity applied to emitted particles.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setGravityX
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - Acceleration due to gravity, in pixels per second squared.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setGravityX: function (value)
|
|
{
|
|
this.gravityX = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the vertical gravity applied to emitted particles.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setGravityY
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - Acceleration due to gravity, in pixels per second squared.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setGravityY: function (value)
|
|
{
|
|
this.gravityY = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the gravity applied to emitted particles.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setGravity
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} x - Horizontal acceleration due to gravity, in pixels per second squared.
|
|
* @param {number} y - Vertical acceleration due to gravity, in pixels per second squared.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setGravity: function (x, y)
|
|
{
|
|
this.gravityX = x;
|
|
this.gravityY = y;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the opacity of emitted particles.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setAlpha
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - A value between 0 (transparent) and 1 (opaque).
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setAlpha: function (value)
|
|
{
|
|
this.alpha.onChange(value);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the color tint of emitted particles.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setTint
|
|
* @since 3.22.0
|
|
*
|
|
* @param {(Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType)} value - A value between 0 and 0xffffff.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setTint: function (value)
|
|
{
|
|
this.tint.onChange(value);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the angle of a {@link Phaser.GameObjects.Particles.ParticleEmitter#radial} particle stream.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setEmitterAngle
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The angle of the initial velocity of emitted particles.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setEmitterAngle: function (value)
|
|
{
|
|
this.angle.onChange(value);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the angle of a {@link Phaser.GameObjects.Particles.ParticleEmitter#radial} particle stream.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setAngle
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The angle of the initial velocity of emitted particles.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setAngle: function (value)
|
|
{
|
|
this.angle.onChange(value);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the lifespan of newly emitted particles.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setLifespan
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} value - The particle lifespan, in ms.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setLifespan: function (value)
|
|
{
|
|
this.lifespan.onChange(value);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the number of particles released at each flow cycle or explosion.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setQuantity
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} quantity - The number of particles to release at each flow cycle or explosion.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setQuantity: function (quantity)
|
|
{
|
|
this.quantity.onChange(quantity);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the emitter's {@link Phaser.GameObjects.Particles.ParticleEmitter#frequency}
|
|
* and {@link Phaser.GameObjects.Particles.ParticleEmitter#quantity}.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setFrequency
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} frequency - The time interval (>= 0) of each flow cycle, in ms; or -1 to put the emitter in explosion mode.
|
|
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} [quantity] - The number of particles to release at each flow cycle or explosion.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setFrequency: function (frequency, quantity)
|
|
{
|
|
this.frequency = frequency;
|
|
|
|
this._counter = 0;
|
|
|
|
if (quantity)
|
|
{
|
|
this.quantity.onChange(quantity);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets or removes the {@link Phaser.GameObjects.Particles.ParticleEmitter#emitZone}.
|
|
*
|
|
* An {@link Phaser.Types.GameObjects.Particles.ParticleEmitterEdgeZoneConfig EdgeZone} places particles on its edges. Its {@link Phaser.Types.GameObjects.Particles.EdgeZoneSource source} can be a Curve, Path, Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable {@link Phaser.Types.GameObjects.Particles.EdgeZoneSourceCallback getPoints} method.
|
|
*
|
|
* A {@link Phaser.Types.GameObjects.Particles.ParticleEmitterRandomZoneConfig RandomZone} places randomly within its interior. Its {@link RandomZoneSource source} can be a Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable {@link Phaser.Types.GameObjects.Particles.RandomZoneSourceCallback getRandomPoint} method.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setEmitZone
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterEdgeZoneConfig|Phaser.Types.GameObjects.Particles.ParticleEmitterRandomZoneConfig} [zoneConfig] - An object describing the zone, or `undefined` to remove any current emit zone.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setEmitZone: function (zoneConfig)
|
|
{
|
|
if (zoneConfig === undefined)
|
|
{
|
|
this.emitZone = null;
|
|
}
|
|
else
|
|
{
|
|
// Where source = Geom like Circle, or a Path or Curve
|
|
// emitZone: { type: 'random', source: X }
|
|
// emitZone: { type: 'edge', source: X, quantity: 32, [stepRate=0], [yoyo=false], [seamless=true] }
|
|
|
|
var type = GetFastValue(zoneConfig, 'type', 'random');
|
|
var source = GetFastValue(zoneConfig, 'source', null);
|
|
|
|
switch (type)
|
|
{
|
|
case 'random':
|
|
|
|
this.emitZone = new RandomZone(source);
|
|
|
|
break;
|
|
|
|
case 'edge':
|
|
|
|
var quantity = GetFastValue(zoneConfig, 'quantity', 1);
|
|
var stepRate = GetFastValue(zoneConfig, 'stepRate', 0);
|
|
var yoyo = GetFastValue(zoneConfig, 'yoyo', false);
|
|
var seamless = GetFastValue(zoneConfig, 'seamless', true);
|
|
|
|
this.emitZone = new EdgeZone(source, quantity, stepRate, yoyo, seamless);
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets or removes the {@link Phaser.GameObjects.Particles.ParticleEmitter#deathZone}.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#setDeathZone
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterDeathZoneConfig} [zoneConfig] - An object describing the zone, or `undefined` to remove any current death zone.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
setDeathZone: function (zoneConfig)
|
|
{
|
|
if (zoneConfig === undefined)
|
|
{
|
|
this.deathZone = null;
|
|
}
|
|
else
|
|
{
|
|
// Where source = Geom like Circle or Rect that supports a 'contains' function
|
|
// deathZone: { type: 'onEnter', source: X }
|
|
// deathZone: { type: 'onLeave', source: X }
|
|
|
|
var type = GetFastValue(zoneConfig, 'type', 'onEnter');
|
|
var source = GetFastValue(zoneConfig, 'source', null);
|
|
|
|
if (source && typeof source.contains === 'function')
|
|
{
|
|
var killOnEnter = (type === 'onEnter') ? true : false;
|
|
|
|
this.deathZone = new DeathZone(source, killOnEnter);
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Creates inactive particles and adds them to this emitter's pool.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#reserve
|
|
* @since 3.0.0
|
|
*
|
|
* @param {integer} particleCount - The number of particles to create.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
reserve: function (particleCount)
|
|
{
|
|
var dead = this.dead;
|
|
|
|
for (var i = 0; i < particleCount; i++)
|
|
{
|
|
dead.push(new this.particleClass(this));
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Gets the number of active (in-use) particles in this emitter.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#getAliveParticleCount
|
|
* @since 3.0.0
|
|
*
|
|
* @return {integer} The number of particles with `active=true`.
|
|
*/
|
|
getAliveParticleCount: function ()
|
|
{
|
|
return this.alive.length;
|
|
},
|
|
|
|
/**
|
|
* Gets the number of inactive (available) particles in this emitter.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#getDeadParticleCount
|
|
* @since 3.0.0
|
|
*
|
|
* @return {integer} The number of particles with `active=false`.
|
|
*/
|
|
getDeadParticleCount: function ()
|
|
{
|
|
return this.dead.length;
|
|
},
|
|
|
|
/**
|
|
* Gets the total number of particles in this emitter.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#getParticleCount
|
|
* @since 3.0.0
|
|
*
|
|
* @return {integer} The number of particles, including both alive and dead.
|
|
*/
|
|
getParticleCount: function ()
|
|
{
|
|
return this.getAliveParticleCount() + this.getDeadParticleCount();
|
|
},
|
|
|
|
/**
|
|
* Whether this emitter is at its limit (if set).
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#atLimit
|
|
* @since 3.0.0
|
|
*
|
|
* @return {boolean} Returns `true` if this Emitter is at its limit, or `false` if no limit, or below the `maxParticles` level.
|
|
*/
|
|
atLimit: function ()
|
|
{
|
|
return (this.maxParticles > 0 && this.getParticleCount() === this.maxParticles);
|
|
},
|
|
|
|
/**
|
|
* Sets a function to call for each newly emitted particle.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#onParticleEmit
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterCallback} callback - The function.
|
|
* @param {*} [context] - The calling context.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
onParticleEmit: function (callback, context)
|
|
{
|
|
if (callback === undefined)
|
|
{
|
|
// Clear any previously set callback
|
|
this.emitCallback = null;
|
|
this.emitCallbackScope = null;
|
|
}
|
|
else if (typeof callback === 'function')
|
|
{
|
|
this.emitCallback = callback;
|
|
|
|
if (context)
|
|
{
|
|
this.emitCallbackScope = context;
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets a function to call for each particle death.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#onParticleDeath
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.ParticleDeathCallback} callback - The function.
|
|
* @param {*} [context] - The function's calling context.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
onParticleDeath: function (callback, context)
|
|
{
|
|
if (callback === undefined)
|
|
{
|
|
// Clear any previously set callback
|
|
this.deathCallback = null;
|
|
this.deathCallbackScope = null;
|
|
}
|
|
else if (typeof callback === 'function')
|
|
{
|
|
this.deathCallback = callback;
|
|
|
|
if (context)
|
|
{
|
|
this.deathCallbackScope = context;
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Deactivates every particle in this emitter.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#killAll
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
killAll: function ()
|
|
{
|
|
var dead = this.dead;
|
|
var alive = this.alive;
|
|
|
|
while (alive.length > 0)
|
|
{
|
|
dead.push(alive.pop());
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calls a function for each active particle in this emitter.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#forEachAlive
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterCallback} callback - The function.
|
|
* @param {*} context - The function's calling context.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
forEachAlive: function (callback, context)
|
|
{
|
|
var alive = this.alive;
|
|
var length = alive.length;
|
|
|
|
for (var index = 0; index < length; ++index)
|
|
{
|
|
// Sends the Particle and the Emitter
|
|
callback.call(context, alive[index], this);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Calls a function for each inactive particle in this emitter.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#forEachDead
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Types.GameObjects.Particles.ParticleEmitterCallback} callback - The function.
|
|
* @param {*} context - The function's calling context.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
forEachDead: function (callback, context)
|
|
{
|
|
var dead = this.dead;
|
|
var length = dead.length;
|
|
|
|
for (var index = 0; index < length; ++index)
|
|
{
|
|
// Sends the Particle and the Emitter
|
|
callback.call(context, dead[index], this);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Turns {@link Phaser.GameObjects.Particles.ParticleEmitter#on} the emitter and resets the flow counter.
|
|
*
|
|
* If this emitter is in flow mode (frequency >= 0; the default), the particle flow will start (or restart).
|
|
*
|
|
* If this emitter is in explode mode (frequency = -1), nothing will happen.
|
|
* Use {@link Phaser.GameObjects.Particles.ParticleEmitter#explode} or {@link Phaser.GameObjects.Particles.ParticleEmitter#flow} instead.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#start
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
start: function ()
|
|
{
|
|
this.on = true;
|
|
|
|
this._counter = 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Turns {@link Phaser.GameObjects.Particles.ParticleEmitter#on off} the emitter.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#stop
|
|
* @since 3.11.0
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
stop: function ()
|
|
{
|
|
this.on = false;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* {@link Phaser.GameObjects.Particles.ParticleEmitter#active Deactivates} the emitter.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#pause
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
pause: function ()
|
|
{
|
|
this.active = false;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* {@link Phaser.GameObjects.Particles.ParticleEmitter#active Activates} the emitter.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#resume
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
resume: function ()
|
|
{
|
|
this.active = true;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Removes the emitter from its manager and the scene.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#remove
|
|
* @since 3.22.0
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
remove: function ()
|
|
{
|
|
this.manager.removeEmitter(this);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sorts active particles with {@link Phaser.GameObjects.Particles.ParticleEmitter#depthSortCallback}.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#depthSort
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
depthSort: function ()
|
|
{
|
|
StableSort.inplace(this.alive, this.depthSortCallback);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Puts the emitter in flow mode (frequency >= 0) and starts (or restarts) a particle flow.
|
|
*
|
|
* To resume a flow at the current frequency and quantity, use {@link Phaser.GameObjects.Particles.ParticleEmitter#start} instead.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#flow
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} frequency - The time interval (>= 0) of each flow cycle, in ms.
|
|
* @param {Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType} [count=1] - The number of particles to emit at each flow cycle.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.ParticleEmitter} This Particle Emitter.
|
|
*/
|
|
flow: function (frequency, count)
|
|
{
|
|
if (count === undefined) { count = 1; }
|
|
|
|
this.frequency = frequency;
|
|
|
|
this.quantity.onChange(count);
|
|
|
|
return this.start();
|
|
},
|
|
|
|
/**
|
|
* Puts the emitter in explode mode (frequency = -1), stopping any current particle flow, and emits several particles all at once.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#explode
|
|
* @since 3.0.0
|
|
*
|
|
* @param {integer} count - The amount of Particles to emit.
|
|
* @param {number} x - The x coordinate to emit the Particles from.
|
|
* @param {number} y - The y coordinate to emit the Particles from.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.Particle} The most recently emitted Particle.
|
|
*/
|
|
explode: function (count, x, y)
|
|
{
|
|
this.frequency = -1;
|
|
|
|
return this.emitParticle(count, x, y);
|
|
},
|
|
|
|
/**
|
|
* Emits particles at a given position (or the emitter's current position).
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#emitParticleAt
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [x=this.x] - The x coordinate to emit the Particles from.
|
|
* @param {number} [y=this.x] - The y coordinate to emit the Particles from.
|
|
* @param {integer} [count=this.quantity] - The number of Particles to emit.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.Particle} The most recently emitted Particle.
|
|
*/
|
|
emitParticleAt: function (x, y, count)
|
|
{
|
|
return this.emitParticle(count, x, y);
|
|
},
|
|
|
|
/**
|
|
* Emits particles at a given position (or the emitter's current position).
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#emitParticle
|
|
* @since 3.0.0
|
|
*
|
|
* @param {integer} [count=this.quantity] - The number of Particles to emit.
|
|
* @param {number} [x=this.x] - The x coordinate to emit the Particles from.
|
|
* @param {number} [y=this.x] - The y coordinate to emit the Particles from.
|
|
*
|
|
* @return {Phaser.GameObjects.Particles.Particle} The most recently emitted Particle.
|
|
*
|
|
* @see Phaser.GameObjects.Particles.Particle#fire
|
|
*/
|
|
emitParticle: function (count, x, y)
|
|
{
|
|
if (this.atLimit())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (count === undefined)
|
|
{
|
|
count = this.quantity.onEmit();
|
|
}
|
|
|
|
var dead = this.dead;
|
|
|
|
for (var i = 0; i < count; i++)
|
|
{
|
|
var particle = dead.pop();
|
|
|
|
if (!particle)
|
|
{
|
|
particle = new this.particleClass(this);
|
|
}
|
|
|
|
particle.fire(x, y);
|
|
|
|
if (this.particleBringToTop)
|
|
{
|
|
this.alive.push(particle);
|
|
}
|
|
else
|
|
{
|
|
this.alive.unshift(particle);
|
|
}
|
|
|
|
if (this.emitCallback)
|
|
{
|
|
this.emitCallback.call(this.emitCallbackScope, particle, this);
|
|
}
|
|
|
|
if (this.atLimit())
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
return particle;
|
|
},
|
|
|
|
/**
|
|
* Updates this emitter and its particles.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#preUpdate
|
|
* @since 3.0.0
|
|
*
|
|
* @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
|
|
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
|
|
*/
|
|
preUpdate: function (time, delta)
|
|
{
|
|
// Scale the delta
|
|
delta *= this.timeScale;
|
|
|
|
var step = (delta / 1000);
|
|
|
|
if (this.trackVisible)
|
|
{
|
|
this.visible = this.follow.visible;
|
|
}
|
|
|
|
// Any particle processors?
|
|
var processors = this.manager.getProcessors();
|
|
|
|
var particles = this.alive;
|
|
var dead = this.dead;
|
|
|
|
var i = 0;
|
|
var rip = [];
|
|
var length = particles.length;
|
|
|
|
for (i = 0; i < length; i++)
|
|
{
|
|
var particle = particles[i];
|
|
|
|
// update returns `true` if the particle is now dead (lifeCurrent <= 0)
|
|
if (particle.update(delta, step, processors))
|
|
{
|
|
rip.push({ index: i, particle: particle });
|
|
}
|
|
}
|
|
|
|
// Move dead particles to the dead array
|
|
length = rip.length;
|
|
|
|
if (length > 0)
|
|
{
|
|
var deathCallback = this.deathCallback;
|
|
var deathCallbackScope = this.deathCallbackScope;
|
|
|
|
for (i = length - 1; i >= 0; i--)
|
|
{
|
|
var entry = rip[i];
|
|
|
|
// Remove from particles array
|
|
particles.splice(entry.index, 1);
|
|
|
|
// Add to dead array
|
|
dead.push(entry.particle);
|
|
|
|
// Callback
|
|
if (deathCallback)
|
|
{
|
|
deathCallback.call(deathCallbackScope, entry.particle);
|
|
}
|
|
|
|
entry.particle.resetPosition();
|
|
}
|
|
}
|
|
|
|
if (!this.on)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.frequency === 0)
|
|
{
|
|
this.emitParticle();
|
|
}
|
|
else if (this.frequency > 0)
|
|
{
|
|
this._counter -= delta;
|
|
|
|
if (this._counter <= 0)
|
|
{
|
|
this.emitParticle();
|
|
|
|
// counter = frequency - remained from previous delta
|
|
this._counter = (this.frequency - Math.abs(this._counter));
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Calculates the difference of two particles, for sorting them by depth.
|
|
*
|
|
* @method Phaser.GameObjects.Particles.ParticleEmitter#depthSortCallback
|
|
* @since 3.0.0
|
|
*
|
|
* @param {object} a - The first particle.
|
|
* @param {object} b - The second particle.
|
|
*
|
|
* @return {integer} The difference of a and b's y coordinates.
|
|
*/
|
|
depthSortCallback: function (a, b)
|
|
{
|
|
return a.y - b.y;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = ParticleEmitter;
|