phaser/changelog/3.60/ParticleEmitter.md
2023-04-12 16:49:55 +01:00

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Phaser 3.60.0 Change Log

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New Feature - Updated Particle System

Particles

The Particle system has been mostly rewritten to give it a much needed overhaul. This makes the API cleaner, the Game Objects a lot more memory efficient and also introduces several great new features. In order to do this, we had to make some breaking changes. The largest being the way in which particles are now created.

Previously when you used the this.add.particles command it would create a ParticleEmitterManager instance. You would then use this to create an Emitter, which would actually emit the particles. While this worked and did allow a Manager to control multiple emitters we found that in discussion developers seldom used this feature and it was common for a Manager to own just one single Emitter.

In order to streamline memory and the display list we have removed the ParticleEmitterManager entirely. When you call this.add.particles you're now creating a ParticleEmitter instance, which is being added directly to the display list and can be manipulated just like any other Game Object, i.e. scaled, rotated, positioned, added to a Container, etc. It now extends the GameObject base class, meaning it's also an event emitter, which allowed us to create some handy new events for particles.

So, to create an emitter, you now give it an xy coordinate, a texture and an emitter configuration object (you can also set this later, but most commonly you'd do it on creation). I.e.:

const emitter = this.add.particles(100, 300, 'flares', {
    frame: 'red',
    angle: { min: -30, max: 30 },
    speed: 150
});

This will create a 'red flare' emitter at 100 x 300.

Prior to 3.60 it would have looked like:

const manager = this.add.particles('flares');

const emitter = manager.createEmitter({
    x: 100,
    y: 300,
    frame: 'red',
    angle: { min: -30, max: 30 },
    speed: 150
});

The change is quite subtle but makes a big difference internally.

The biggest real change is with the particle x/y coordinates. It's important to understand that if you define x/y coordinates within the emitter configuration, they will be relative to those given in the add.particles call:

const emitter = this.add.particles(100, 300, 'flares', {
    x: 100,
    y: 100,
    frame: 'red',
    angle: { min: -30, max: 30 },
    speed: 150
});

In the above example the particles will emit from 200 x 400 in world space, because the emitter is at 100 x 300 and the particles emit from an offset of 100 x 100.

By making this change it now means you're able to do things like tween the x/y coordinates of the emitter (something you couldn't do before), or add a single emitter to a Container.

Other new features include:

Animated Particles

The Particle class now has an instance of the Animation State component within it. This allows a particle to play an animation when it is emitted, simply by defining it in the emitter config.

For example, this will make each particle play the 'Prism' animation on emission:

const emitter = this.add.particles(400, 300, 'gems', {
    anim: 'prism'
    ...
});

You can also allow it to select a random animation by providing an array:

const emitter = this.add.particles(400, 300, 'gems', {
    anim: [ 'prism', 'square', 'ruby', 'square' ]
    ...
});

You've also the ability to cycle through the animations in order, so each new particle gets the next animation in the array:

const emitter = this.add.particles(400, 300, 'gems', {
    anim: { anims: [ 'prism', 'square', 'ruby', 'square' ], cycle: true }
    ...
});

Or even set a quantity. For example, this will emit 10 'prism' particles, then 10 'ruby' particles and then repeat:

const emitter = this.add.particles(400, 300, 'gems', {
    anim: { anims: [ 'prism', 'ruby' ], cycle: true, quantity: 10 }
    ...
});

The Animations must have already been created in the Global Animation Manager and must use the same texture as the one bound to the Particle Emitter. Aside from this, you can still control them in the same way as any other particle - scaling, tinting, rotation, alpha, lifespan, etc.

Fast Forward Particle Time

  • You can now 'fast forward' a Particle Emitter. This can be done via either the emitter config, using the new advance property, or by calling the new ParticleEmitter.fastForward method. If, for example, you have an emitter that takes a few seconds to 'warm up' and get all the particles into position, this allows you to 'fast forward' the emitter to a given point in time. The value is given in ms. All standard emitter events and callbacks are still handled, but no rendering takes place during the fast-forward until it has completed.
  • The ParticleEmitter.start method has a new optional parameter advance that allows you to fast-forward the given amount of ms before the emitter starts flowing.

Particle Interpolation

  • It's now possible to create a new Interpolation EmitterOp. You do this by providing an array of values to interpolate between, along with the function name:
const emitter = this.add.particles(0, 0, 'texture', {
    x: { values: [ 50, 500, 200, 800 ], interpolation: 'catmull' }
    ...
});

This will interpolate the x property of each particle through the data set given, using a catmull rom interpolation function. You can also use linear or bezier functions. Interpolation can be combined with an ease type, which controls the progression through the time value. The related EmitterOpInterpolationConfig types have also been added.

Particle Emitter Duration

  • The Particle Emitter config has a new optional parameter duration:
const emitter = this.add.particles(0, 0, 'texture', {
    speed: 24,
    lifespan: 1500,
    duration: 500
});

This parameter is used for 'flow' emitters only and controls how many milliseconds the emitter will run for before automatically turning itself off.

  • ParticleEmitter.duration is a new property that contains the duration that the Emitter will emit particles for in flow mode.
  • The ParticleEmitter.start method has a new optional parameter duration, which allows you to set the emitter duration when you call this method. If you do this, it will override any value set in the emitter configuration.
  • The ParticleEmitter.stop method has a new optional parameter kill. If set it will kill all alive particles immediately, rather than leaving them to die after their lifespan expires.

Stop After a set number of Particles

  • The Particle Emitter config has a new optional stopAfter property. This, combined with the frequency property allows you to control exactly how many particles are emitted before the emitter then stops:
const emitter = this.add.particles(0, 0, 'texture', {
    x: { start: 400, end: 0 },
    y: { start: 300, end: 0 },
    lifespan: 3000,
    frequency: 250,
    stopAfter: 6,
    quantity: 1
});

In the above code the emitter will launch 1 particle (set by the quantity property) every 250 ms (set by the frequency property) and move it to xy 0x0. Once it has fired 6 particles (the stopAfter property) the emitter will stop and emit the COMPLETE event.

  • The stopAfter counter is reset each time you call the start or flow methods.

Particle Hold

  • You can configure a Particle to be frozen or 'held in place' after it has finished its lifespan for a set number of ms via the new hold configuration option:
const emitter = this.add.particles(0, 0, 'texture', {
    lifespan: 2000,
    scale: { start: 0, end: 1 },
    hold: 1000
    ...
});

The above will scale a Particle in from 0 to 1 over the course of its lifespan (2 seconds). It will then hold it on-screen for another second (1000 ms) before the Emitter recycles it and removes it from display.

Particle Emitter Events

  • The Particle Emitter will now fire 5 new events. Listen for the events as follows:
const emitter = this.add.particles(0, 0, 'flares');

emitter.on('start', (emitter) => {
    //  emission started
});

emitter.on('explode', (emitter, particle) => {
    //  emitter 'explode' called
});

emitter.on('deathzone', (emitter, particle, deathzone) => {
    //  emitter 'death zone' called
});

emitter.on('stop', (emitter) => {
    //  emission has stopped
});

emitter.on('complete', (emitter) => {
    //  all particles fully dead
});
  • The Particles.Events.START event is fired whenever the Emitter begins emission of particles in flow mode. A reference to the ParticleEmitter is included as the only parameter.
  • The Particles.Events.EXPLODE event is fired whenever the Emitter explodes a bunch of particles via the explode method. A reference to the ParticleEmitter and a reference to the most recently fired Particle instance are the two parameters.
  • The Particles.Events.DEATH_ZONE event is fired whenever a Particle is killed by a Death Zone. A reference to the ParticleEmitter, the killed Particle and the DeathZone that caused it are the 3 parameters.
  • The Particles.Events.STOP event is fired whenever the Emitter finishes emission of particles in flow mode. This happens either when you call the stop method, or when an Emitter hits its duration or stopAfter limit. A reference to the ParticleEmitter is included as the only parameter.
  • The Particles.Events.COMPLETE event is fired when the final alive particle expires.

Multiple Emit Zones

  • In v3.60 a Particle Emitter can now have multiple emission zones. Previously, an Emitter could have only a single emission zone. The zones can be created either via the Emitter Config by passing an array of zone objects, or via the new ParticleEmitter.addEmitZone method:
const circle = new Phaser.Geom.Circle(0, 0, 160);

const emitter = this.add.particles(400, 300, 'metal');

emitter.addEmitZone({ type: 'edge', source: circle, quantity: 64 });
  • When an Emitter has more than one emission zone, the Particles will cycle through the zones in sequence. For example, an Emitter with 3 zones would emit its first particle from zone 1, the second from zone 2, the third from zone 3, the fourth from zone 1, etc.
  • You can control how many particles are emitted from a single zone via the new total property. EdgeZone.total and RandomZone.total are new properties that control the total number of particles the zone will emit, before passing control over to the next zone in the list, if any. The default is -1.
  • Because an Emitter now supports multiple Emit Zones, the method setEmitZone now performs a different task than before. It's now an alias for addEmitZone. This means if you call it multiple times, it will add multiple zones to the emitter, where-as before it would just replace the zone each time.
  • ParticleEmitter#removeEmitZone is a new method that allows you to remove an Emit Zone from an Emitter without needing to modify the internal zones array.
  • ParticleEmitter.getEmitZone is a new method that Particles call when they are 'fired' in order to set their starting position, if any.
  • The property ParticleEmitter.emitZone has been removed. It has been replaced with the new ParticleEmitter.emitZones array-based property.

Multiple Death Zones

  • In v3.60 a Particle Emitter can now have multiple death zones. Previously, an Emitter could have only a single death zone. The zones can be created either via the Emitter Config by passing an array of zone objects, or via the new ParticleEmitter.addDeathZone method:
const circle = new Phaser.Geom.Circle(0, 0, 160);

const emitter = this.add.particles(400, 300, 'metal');

emitter.addDeathZone({ type: 'onEnter', source: circle });
  • When an Emitter has more than one Death Zone, the Particles will check themselves against all of the Death Zones, to see if any of them kills them.
  • Because an Emitter now supports multiple Emit Zones, the method setEmitZone now performs a different task than before. It's now an alias for addEmitZone. This means if you call it multiple times, it will add multiple zones to the emitter, where-as before it would just replace the zone each time.
  • ParticleEmitter#removeDeathZone is a new method that allows you to remove a Death Zone from an Emitter without needing to modify the internal zones array.
  • ParticleEmitter.getDeathZone is a new method that Particles call when they are updated in order to check if they intersect with any of the Death Zones.
  • The property ParticleEmitter.deathZone has been removed. It has been replaced with the new ParticleEmitter.deathZones array-based property.

Particles

Particle Colors

  • You can now specify a new color property in the Emitter configuration. This takes the form of an array of hex color values that the particles will linearly interpolate between during theif lifetime. This allows you to now change the color of a particle from birth to death, which gives you far more control over your emitter visuals than ever before. You'd use it as follows:
const flame = this.add.particles(150, 550, 'flares',
{
    frame: 'white',
    color: [ 0xfacc22, 0xf89800, 0xf83600, 0x9f0404 ],
    colorEase: 'quad.out',
    lifespan: 2400,
    angle: { min: -100, max: -80 },
    scale: { start: 0.70, end: 0, ease: 'sine.out' },
    speed: 100,
    advance: 2000,
    blendMode: 'ADD'
});

Here you can see the array of 4 colors it will interpolate through.

  • The new colorEase configuration property allows you to define the ease used to calculate the route through the interpolation. This can be set to any valid ease string, such as sine.out or quad.in, etc. If left undefined it will use linear as default.
  • EmitterColorOp is a brand new Emitter Op class that specifically controls the handling of color values, it extends EmitterOp and uses the same methods but configured for faster color interpolation.
  • If you define color in your config it will override any Emitter tint values you may have set. In short, use color if you wish to adjust the color of the particles during their lifespan and use tint if you wish to modify either the entire emitter at once, or the color of the particles on birth only.
  • ParticleEmitter.particleColor is a new property that allows you to get and set the particle color op value.
  • ParticleEmitter.colorEase is a new property that allows you to get and set the ease function used by the color op.

Particle Sort Order

  • You now have much more control over the sorting order of particles in an Emitter. You can set the new ParticleEmitter.sortProperty and sortOrderAsc properties to set how (and if) particles should be sorted prior to rendering. For example, setting sortProperty to y would mean that the particles will be sorted based on their y value prior to rendering. The sort order controls the order in which the particles are rendered. For example:
const emitter = this.add.particles(100, 300, 'blocks', {
    frame: 'redmonster',
    lifespan: 5000,
    angle: { min: -30, max: 30 },
    speed: 150,
    frequency: 200
});

emitter.setSortProperty('y', true);
  • The new ParticleEmitter.setSortProperty method allows you to modify the sort property and order at run-time.
  • The new ParticleEmitter.setSortCallback method allows you to set a callback that will be invoked in order to sort the particles, rather than using the built-in one. This gives you complete freedom over the logic applied to particle render sorting.

Particle Bounds, Renderer Culling and Overlap

  • Particles now have the ability to calculate their bounding box, based on their position, scale, rotation, texture frame and the transform of their parent. You can call the new Particle.getBounds method to return the bounds, which also gets stored in the new Particle.bounds Rectangle property.
  • ParticleEmitter.getBounds is a new method that will return the bounds of the Emitter based on all currently active particles. Optional parameters allow you to pad out the bounds and/or advance time in the particle flow, to allow for a more accurate overall bounds generation.
  • ParticleEmitter.viewBounds is a new property that is a Geom Rectangle. Set this Rectangle to define the overall area the emitter will render to. If this area doesn't intersect with the Camera then the emitter will be culled from rendering. This allows you to populate large Scenes with active emitters that don't consume rendering resources even though they are offscreen. Use the new getBounds method to help define the viewBounds area.
  • ParticleEmitter.overlap is a new method that will run a rectangle intersection test against the given target and all alive particles, returning those that overlap in an array. The target can be a Rectangle Geometry object or an Arcade Physics Body.
  • Particle.kill is a new method that will set the life of the particle to zero, forcing it to be immediately killed on the next Particle Emitter update.
  • ParticleEmitter.getWorldTransformMatrix is a new method that allows a Particle Emitter to calculate its world transform, factoring in any parents.
  • ParticleEmitter.worldMatrix is a new property that holds a TransformMatrix used for bounds calculations.

Particle Emitter Bounds

  • Prior to v3.60 a Particle Emitter had a bounds property. This was a Rectangle and if a Particle hit any of its edges it would rebound off it based on the Particles bounce value. In v3.60 this action has been moved to a Particle Processor. You can still configure the bounds via the Emitter config using the bounds property, as before. And you can configure which faces collide via the collideLeft etc properties. However, the following internal changes have taken place:
  • ParticleBounds is a new Particle Processor class that handles updating the particles.
  • The ParticleEmitter.setBounds method has been replaced with ParticleEmitter.addParticleBounds which now returns a new ParticleBounds Particle Processor instance.
  • The ParticleEmitter.bounds property has been removed. Please see the addParticleBounds method if you wish to retain this object.
  • The ParticleEmitter.collideLeft property has been removed. It's now part of the ParticleBounds Particle Processor.
  • The ParticleEmitter.collideRight property has been removed. It's now part of the ParticleBounds Particle Processor.
  • The ParticleEmitter.collideTop property has been removed. It's now part of the ParticleBounds Particle Processor.
  • The ParticleEmitter.collideBottom property has been removed. It's now part of the ParticleBounds Particle Processor.
  • The Particle.checkBounds method has been removed as it's now handled by the Particle Processors.

Particle Processors

  • ParticleProcessor is a new base class that you can use to create your own Particle Processors, which are special processors capable of manipulating the path of Particles based on your own logic or math. It provides the structure required to handle the processing of particles and should be used as a base for your own classes.
  • GravityWell now extends the new ParticleProcessor class.
  • ParticleEmitter.addParticleProcessor is a new method that allows you to add a Particle Processor instance to the Emitter. The old createGravityWell method now uses this.
  • ParticleEmitter.removeParticleProcessor is a new method that will remove a Particle Processor from an Emitter.
  • ParticleEmitter.processors is a new List property that contains all of the Particle Processors belonging to the Emitter.
  • The ParticleEmitter.wells property has been removed. You should now use the new processors property instead, they are functionally identical.
  • ParticleProcessor.update is the method that handles all of the particle manipulation. It now has a new 4th parameter t that is the normalized lifespan of the Particle being processed.

Particle System EmitterOp Breaking Changes and Updates

All of the following properties have been replaced on the ParticleEmitter class. Previously they were EmitterOp instances. They are now public getter / setters, so calling, for example, emitter.particleX will now return a numeric value - whereas before it would return the EmitterOp instance. This gives developers a lot more freedom when using Particle Emitters. Before v3.60 it was impossible to do this, for example:

this.tweens.add({
    targets: emitter,
    particleX: 400
});

I.e. you couldn't tween an emitters particle spawn position by directly accessing its x and y properties. However, now that all EmitterOps are getters, you're free to do this, allowing you to be much more creative and giving a nice quality-of-life improvement.

If, however, your code used to access EmitterOps, you'll need to change it as follows:

//  Phaser 3.55
emitter.x.onChange(value)
//  Phaser 3.60
emitter.particleX = value

//  Phaser 3.55
let x = emitter.x.propertyValue
//  Phaser 3.60
let x = emitter.particleX

//  Phaser 3.55
emitter.x.onEmit()
emitter.x.onUpdate()
//  Phaser 3.60
emitter.ops.x.onEmit()
emitter.ops.x.onUpdate()

All of following EmitterOp functions can now be found in the new ParticleEmitter.ops property and have been replaced with getters:

  • accelerationX
  • accelerationY
  • alpha
  • angle
  • bounce
  • color
  • delay
  • lifespan
  • maxVelocityX
  • maxVelocityY
  • moveToX
  • moveToY
  • quantity
  • rotate
  • scaleX
  • scaleY
  • speedX
  • speedY
  • tint
  • x
  • y

Which means you can now directly access, modify and tween any of the above emitter properties at run-time while the emitter is active.

Another potentially breaking change is the removal of two internal private counters. These should never have been used directly anyway, but they are:

  • ParticleEmitter._counter - Now available via ParticleEmitter.flowCounter
  • ParticleEmitter._frameCounter - Now available via ParticleEmitter.frameCounter
  • EmitterOp._onEmit is a new private reference to the emit callback function, if specified in the emitter configuration. It is called by the new EmitterOp.proxyEmit method, to ensure that the Emitter current property remains current.
  • EmitterOp._onUpdate is a new private reference to the update callback function, if specified in the emitter configuration. It is called by the new EmitterOp.proxyUpdate method, to ensure that the Emitter current property remains current.
  • EmitterOp.destroy is a new method that nulls all references. This is called automatically when a ParticleEmitter is itself destroyed.

Further Particle System Updates and Fixes

  • The Particle DeathZone.willKill method now takes a Particle instance as its only parameter, instead of x and y coordinates, allowing you to perform more complex checks before deciding if the Particle should be killed, or not.
  • The Particle.resetPosition method has been renamed to setPosition and it now takes optional x/y parameters. If not given, it performs the same task as resetPosition did in earlier versions.
  • The ParticleEmitter class now has the AlphaSingle Component. This allows you to call setAlpha on the Emitter instance itself and have it impact all particles being rendered by it, allowing you to now 'fade in/out' a whole Emitter.
  • Setting frequency wasn't working correctly in earlier versions. It should allow you to specify a time, in ms, between which each 'quantity' of particles is emitted. However, the preUpdate loop was calculating the value incorrectly. It will now count down the right amount of time before emiting another batch of particles.
  • Calling ParticleEmitter.start wouldn't reset the _frameCounter value internally, meaning the new emission didn't restart from the first texture frame again.
  • ParticleEmitter.counters is a new Float32Array property that is used to hold all of the various internal counters required for emitter operation. Both the previous _counter and _frameCounter properties have been merged into this array, along with new ones required for new features.
  • The WebGL Renderer will now use the new setQuad feature of the Transform Matrix. This vastly reduces the amount of math and function calls per particle, from 8 down to 1, increasing performance.
  • Particles with a scaleX or scaleY value of zero will no longer be rendered.
  • ParticleEmitter.preDestroy is a new method that will now clean-up all resources and internal arrays and destroy all Particles that the Emitter owns and clean-up all external references.
  • Particle.destroy is a new method that will clean up all external references and destroy the Animation State controller.
  • The ParticleEmitter._frameLength property is now specified on the class, rather than added dynamically at run-time, helping preserve class shape.
  • The ParticleEmitter.defaultFrame property has been removed as it's not required.
  • Calling ParticleEmitter.setFrame no longer resets the internal _frameCounter value to zero. Instead, the counter comparison has been hardened to >= instead of === to allow this value to change mid-emission and never reach the total.
  • The ParticleEmitter.configFastMap property has been moved to a local var within the ParticleEmitter JS file. It didn't need to be a property on the class itself, reducing the overall size of the class and saving memory.
  • The ParticleEmitter.configOpMap property has been moved to a local var within the ParticleEmitter JS file. It didn't need to be a property on the class itself, reducing the overall size of the class and saving memory.
  • Particle.scene is a new property that references the Scene the Particle Emitter belongs to.
  • Particle.anims is a new property that is an instance of the AnimationState component.
  • Particle.emit is a new proxy method that passes all Animation related events through to the Particle Emitter Manager to emit, as Particles cannot emit events directly.
  • Particle.isCropped is a new read-only property. Do not modify.
  • Particle.setSizeToFrame is a new internal NOOP method. Do not call.
  • ParticleEmitter.anims is a new property that contains the Animation keys that can be assigned to Particles.
  • ParticleEmitter.currentAnim is a new property that contains the index of the current animation, as tracked in cycle playback.
  • ParticleEmitter.randomAnim is a new boolean property that controls if the animations are selected randomly, or in a cycle.
  • ParticleEmitter.animQuantity is a new property that controls the number of consecutive particles that are emitted with the current animation.
  • ParticleEmitter.counters is a new internal Float32Array that holds all the counters the Emitter uses.
  • ParticleEmitter.getAnim is a new method, called by Particles when they are emitted, that will return the animation to use, if any.
  • ParticleEmitter.setAnim is a new method, called with the Emitter Manager, that sets the animation data into the Emitter.
  • The Particles.EmitterOp.toJSON method will now JSON stringify the property value before returning it.
  • Particles.EmitterOp.method is a new property that holds the current operation method being used. This is a read-only numeric value.
  • Particles.EmitterOp.active is a new boolean property that defines if the operator is alive, or not. This is now used by the Emitter instead of nulling Emitter properties, helping maintain class shape.
  • Particles.EmitterOp.getMethod is a new internal method that returns the operation function being used as a numeric value. This is then cached in the method property.
  • The Particles.EmitterOp.setMethods method has been updated so it now has a non-optional 'method' parameter. It has also been rewritten to be much more efficient, now being just a single simple select/case block.
  • The Particles.EmitterOp.onChange method will now use the cached 'method' property to avoid running through the setMethods function if not required, allowing each Particle EmitterOp to skip a huge chunk of code.
  • We've also greatly improved the documentation around the Particle classes.
  • ParticleEmitter.setConfig is a new method that allows you to set the configuration of the Emitter. Previously this was known as fromJSON.
  • The ParticleEmitter.setPosition method no longer changes the position of the particle emission point, but of the Emitter itself.
  • The ParticleEmitter.setBounds method has been renamed to setParticleBounds.
  • The ParticleEmitter.setSpeed method has been renamed to setParticleSpeed.
  • The ParticleEmitter.setScale method has been renamed to setParticleScale as setScale will now set the scale of the whole Emitter.
  • The ParticleEmitter.setScaleX and setScaleY methods have been removed. Please use setParticleScale.
  • The ParticleEmitter.setGravity method has been renamed to setParticleGravity.
  • The ParticleEmitter.setGravityX and setGravityY methods have been removed. Please use setParticleGravity.
  • The ParticleEmitter.setAlpha method has been renamed to setParticleAlpha as setAlpha will now set the alpha of the whole Emitter.
  • The ParticleEmitter.setTint method has been renamed to setParticleTint.
  • The ParticleEmitter.setLifespan method has been renamed to setParticleLifespan.
  • The ParticleEmitter.on property has been renamed to emitting to avoid conflicts with the Event Emitter.
  • The ParticleEmitter.x property has been renamed to particleX and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.y property has been renamed to particleY and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.scaleX property has been renamed to particleScaleX and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.scaleY property has been renamed to particleScaleY and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.tint property has been renamed to particleTint and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.alpha property has been renamed to particleAlpha and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.angle property has been renamed to particleAngle and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.rotate property has been renamed to particleRotate and is a new EmitterOp capable of being tweened.
  • maxAliveParticles is a new Particle Emitter config property that sets the maximum number of alive particles the emitter is allowed to update. When this limit is reached a particle will have to die before another can be spawned.
  • Particle.fire will now throw an error if the particle has no texture frame. This prevents an uncaught error later when the particle fails to render. Fix #5838 (thanks @samme @monteiz)
  • ParticleEmitter.setEmitterFrames will now print out console warnings if an invalid texture frame is given, or if no texture frames were set. Fix #5838 (thanks @samme @monteiz)
  • The Particle 'moveTo' calculations have been simplied and made more efficient (thanks @samme)
  • You can now have a particle frequency smaller than the delta step, which would previously lead to inconsistencies in emission rates (thanks @samme)
  • Particle.fire will now check to see if the parent Emitter is set to follow a Game Object and if so, and if the x/y EmitterOps are spread ops, then it'll space the particles out based on the follower coordinates, instead of clumping them all together. Fix #5847 (thanks @sreadixl)
  • Calling ParticleEmitter.setScale would set the scaleY property to null, causing calls to setScaleY to throw a runtime error. scaleY is now a required property across both the Particle and Emitter classes and all of the conditional checks for it have been removed (thanks ojg15)
  • Particles can now be moved to 0x0. moveToX and moveToY now default to null instead of 0 (thanks @samme)

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