phaser/docs/Emitter.js.html
2014-03-14 06:36:05 +00:00

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<h1 class="page-title">Source: particles/arcade/Emitter.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser - ArcadeEmitter
*
* @class Phaser.Particles.Arcade.Emitter
* @classdesc Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
* continuous effects like rain and fire. All it really does is launch Particle objects out
* at set intervals, and fixes their positions and velocities accorindgly.
* @constructor
* @extends Phaser.Group
* @param {Phaser.Game} game - Current game instance.
* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
* @param {number} [maxParticles=50] - The total number of particles in this emitter..
*/
Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
/**
* @property {number} maxParticles - The total number of particles in this emitter..
* @default
*/
this.maxParticles = maxParticles || 50;
Phaser.Group.call(this, game);
/**
* @property {string} name - Description.
*/
this.name = 'emitter' + this.game.particles.ID++;
/**
* @property {number} type - Internal Phaser Type value.
* @protected
*/
this.type = Phaser.EMITTER;
/**
* @property {number} x - The X position of the top left corner of the emitter in world space.
* @default
*/
this.x = 0;
/**
* @property {number} y - The Y position of the top left corner of emitter in world space.
* @default
*/
this.y = 0;
/**
* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
* @default
*/
this.width = 1;
/**
* @property {number} height - The height of the emitter. Particles can be randomly generated from anywhere within this box.
* @default
*/
this.height = 1;
/**
* @property {Phaser.Point} minParticleSpeed - The minimum possible velocity of a particle.
* @default
*/
this.minParticleSpeed = new Phaser.Point(-100, -100);
/**
* @property {Phaser.Point} maxParticleSpeed - The maximum possible velocity of a particle.
* @default
*/
this.maxParticleSpeed = new Phaser.Point(100, 100);
/**
* @property {number} minParticleScale - The minimum possible scale of a particle.
* @default
*/
this.minParticleScale = 1;
/**
* @property {number} maxParticleScale - The maximum possible scale of a particle.
* @default
*/
this.maxParticleScale = 1;
/**
* @property {number} minRotation - The minimum possible angular velocity of a particle.
* @default
*/
this.minRotation = -360;
/**
* @property {number} maxRotation - The maximum possible angular velocity of a particle.
* @default
*/
this.maxRotation = 360;
/**
* @property {number} gravity - Sets the `body.gravity.y` of each particle sprite to this value on launch.
* @default
*/
this.gravity = 100;
/**
* @property {any} particleClass - For emitting your own particle class types.
* @default
*/
this.particleClass = null;
/**
* @property {number} particleFriction - The friction component of particles launched from the emitter.
* @default
*/
this.particleFriction = 0;
/**
* @property {number} angularDrag - The angular drag component of particles launched from the emitter if they are rotating.
* @default
*/
this.angularDrag = 0;
/**
* @property {boolean} frequency - How often a particle is emitted in ms (if emitter is started with Explode === false).
* @default
*/
this.frequency = 100;
/**
* @property {number} lifespan - How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles to live forever.
* @default
*/
this.lifespan = 2000;
/**
* @property {Phaser.Point} bounce - How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
*/
this.bounce = new Phaser.Point();
/**
* @property {number} _quantity - Internal helper for deciding how many particles to launch.
* @private
*/
this._quantity = 0;
/**
* @property {number} _timer - Internal helper for deciding when to launch particles or kill them.
* @private
*/
this._timer = 0;
/**
* @property {number} _counter - Internal counter for figuring out how many particles to launch.
* @private
*/
this._counter = 0;
/**
* @property {boolean} _explode - Internal helper for the style of particle emission (all at once, or one at a time).
* @private
*/
this._explode = true;
/**
* @property {any} _frames - Internal helper for the particle frame.
* @private
*/
this._frames = null;
/**
* @property {boolean} on - Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.
* @default
*/
this.on = false;
/**
* @property {boolean} exists - Determines whether the emitter is being updated by the core game loop.
* @default
*/
this.exists = true;
/**
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitX
*/
this.emitX = x;
/**
* The point the particles are emitted from.
* Emitter.x and Emitter.y control the containers location, which updates all current particles
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
* @property {boolean} emitY
*/
this.emitY = y;
};
Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype);
Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.Emitter;
/**
* Called automatically by the game loop, decides when to launch particles and when to "die".
* @method Phaser.Particles.Arcade.Emitter#update
*/
Phaser.Particles.Arcade.Emitter.prototype.update = function () {
if (this.on)
{
if (this._explode)
{
this._counter = 0;
do
{
this.emitParticle();
this._counter++;
}
while (this._counter &lt; this._quantity);
this.on = false;
}
else
{
if (this.game.time.now >= this._timer)
{
this.emitParticle();
this._counter++;
if (this._quantity > 0)
{
if (this._counter >= this._quantity)
{
this.on = false;
}
}
this._timer = this.game.time.now + this.frequency;
}
}
}
}
/**
* This function generates a new array of particle sprites to attach to the emitter.
*
* @method Phaser.Particles.Arcade.Emitter#makeParticles
* @param {array|string} keys - A string or an array of strings that the particle sprites will use as their texture. If an array one is picked at random.
* @param {array|number} frames - A frame number, or array of frames that the sprite will use. If an array one is picked at random.
* @param {number} quantity - The number of particles to generate.
* @param {boolean} [collide=false] - Sets the checkCollision.none flag on the particle sprites body.
* @param {boolean} [collideWorldBounds=false] - A particle can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide, collideWorldBounds) {
if (typeof frames === 'undefined') { frames = 0; }
if (typeof quantity === 'undefined') { quantity = this.maxParticles; }
if (typeof collide === 'undefined') { collide = false; }
if (typeof collideWorldBounds === 'undefined') { collideWorldBounds = false; }
var particle;
var i = 0;
var rndKey = keys;
var rndFrame = frames;
this._frames = frames;
while (i &lt; quantity)
{
if (this.particleClass === null)
{
if (typeof keys === 'object')
{
rndKey = this.game.rnd.pick(keys);
}
if (typeof frames === 'object')
{
rndFrame = this.game.rnd.pick(frames);
}
particle = new Phaser.Sprite(this.game, 0, 0, rndKey, rndFrame);
this.game.physics.arcade.enable(particle, false);
}
// else
// {
// particle = new this.particleClass(this.game);
// }
if (collide)
{
particle.body.checkCollision.any = true;
particle.body.checkCollision.none = false;
}
else
{
particle.body.checkCollision.none = true;
}
particle.body.collideWorldBounds = collideWorldBounds;
particle.exists = false;
particle.visible = false;
// Center the origin for rotation assistance
particle.anchor.setTo(0.5, 0.5);
this.add(particle);
i++;
}
return this;
}
/**
* Call this function to turn off all the particles and the emitter.
* @method Phaser.Particles.Arcade.Emitter#kill
*/
Phaser.Particles.Arcade.Emitter.prototype.kill = function () {
this.on = false;
this.alive = false;
this.exists = false;
}
/**
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
* @method Phaser.Particles.Arcade.Emitter#revive
*/
Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
this.alive = true;
this.exists = true;
}
/**
* Call this function to start emitting particles.
* @method Phaser.Particles.Arcade.Emitter#start
* @param {boolean} [explode=true] - Whether the particles should all burst out at once.
* @param {number} [lifespan=0] - How long each particle lives once emitted. 0 = forever.
* @param {number} [frequency=250] - Ignored if Explode is set to true. Frequency is how often to emit a particle in ms.
* @param {number} [quantity=0] - How many particles to launch. 0 = "all of the particles".
*/
Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) {
if (typeof explode === 'undefined') { explode = true; }
if (typeof lifespan === 'undefined') { lifespan = 0; }
if (typeof frequency === 'undefined') { frequency = 250; }
if (typeof quantity === 'undefined') { quantity = 0; }
this.revive();
this.visible = true;
this.on = true;
this._explode = explode;
this.lifespan = lifespan;
this.frequency = frequency;
if (explode)
{
this._quantity = quantity;
}
else
{
this._quantity += quantity;
}
this._counter = 0;
this._timer = this.game.time.now + frequency;
}
/**
* This function can be used both internally and externally to emit the next particle.
* @method Phaser.Particles.Arcade.Emitter#emitParticle
*/
Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
var particle = this.getFirstExists(false);
if (particle == null)
{
return;
}
if (this.width > 1 || this.height > 1)
{
particle.reset(this.game.rnd.integerInRange(this.left, this.right), this.game.rnd.integerInRange(this.top, this.bottom));
}
else
{
particle.reset(this.emitX, this.emitY);
}
particle.lifespan = this.lifespan;
particle.body.bounce.setTo(this.bounce.x, this.bounce.y);
if (this.minParticleSpeed.x != this.maxParticleSpeed.x)
{
particle.body.velocity.x = this.game.rnd.integerInRange(this.minParticleSpeed.x, this.maxParticleSpeed.x);
}
else
{
particle.body.velocity.x = this.minParticleSpeed.x;
}
if (this.minParticleSpeed.y != this.maxParticleSpeed.y)
{
particle.body.velocity.y = this.game.rnd.integerInRange(this.minParticleSpeed.y, this.maxParticleSpeed.y);
}
else
{
particle.body.velocity.y = this.minParticleSpeed.y;
}
particle.body.gravity.y = this.gravity;
if (this.minRotation != this.maxRotation)
{
particle.body.angularVelocity = this.game.rnd.integerInRange(this.minRotation, this.maxRotation);
}
else
{
particle.body.angularVelocity = this.minRotation;
}
if (this.minParticleScale !== 1 || this.maxParticleScale !== 1)
{
var scale = this.game.rnd.realInRange(this.minParticleScale, this.maxParticleScale);
particle.scale.setTo(scale, scale);
}
if (typeof this._frames === 'object')
{
particle.frame = this.game.rnd.pick(this._frames);
}
else
{
particle.frame = this._frames;
}
particle.body.friction = this.particleFriction;
particle.body.angularDrag = this.angularDrag;
}
/**
* A more compact way of setting the width and height of the emitter.
* @method Phaser.Particles.Arcade.Emitter#setSize
* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).
* @param {number} height - The desired height of the emitter.
*/
Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
this.width = width;
this.height = height;
}
/**
* A more compact way of setting the X velocity range of the emitter.
* @method Phaser.Particles.Arcade.Emitter#setXSpeed
* @param {number} [min=0] - The minimum value for this range.
* @param {number} [max=0] - The maximum value for this range.
*/
Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
min = min || 0;
max = max || 0;
this.minParticleSpeed.x = min;
this.maxParticleSpeed.x = max;
}
/**
* A more compact way of setting the Y velocity range of the emitter.
* @method Phaser.Particles.Arcade.Emitter#setYSpeed
* @param {number} [min=0] - The minimum value for this range.
* @param {number} [max=0] - The maximum value for this range.
*/
Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
min = min || 0;
max = max || 0;
this.minParticleSpeed.y = min;
this.maxParticleSpeed.y = max;
}
/**
* A more compact way of setting the angular velocity constraints of the emitter.
* @method Phaser.Particles.Arcade.Emitter#setRotation
* @param {number} [min=0] - The minimum value for this range.
* @param {number} [max=0] - The maximum value for this range.
*/
Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
min = min || 0;
max = max || 0;
this.minRotation = min;
this.maxRotation = max;
}
/**
* Change the emitters center to match the center of any object with a `center` property, such as a Sprite.
* @method Phaser.Particles.Arcade.Emitter#at
* @param {object|Phaser.Sprite} object - The object that you wish to match the center with.
*/
Phaser.Particles.Arcade.Emitter.prototype.at = function (object) {
if (object.center)
{
this.emitX = object.center.x;
this.emitY = object.center.y;
}
}
/**
* The emitters alpha value.
* @name Phaser.Particles.Arcade.Emitter#alpha
* @property {number} alpha - Gets or sets the alpha value of the Emitter.
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "alpha", {
get: function () {
return this._container.alpha;
},
set: function (value) {
this._container.alpha = value;
}
});
*/
/**
* The emitter visible state.
* @name Phaser.Particles.Arcade.Emitter#visible
* @property {boolean} visible - Gets or sets the Emitter visible state.
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "visible", {
get: function () {
return this._container.visible;
},
set: function (value) {
this._container.visible = value;
}
});
*/
/**
* @name Phaser.Particles.Arcade.Emitter#x
* @property {number} x - Gets or sets the x position of the Emitter.
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "x", {
get: function () {
return this.emitX;
},
set: function (value) {
this.emitX = value;
}
});
/**
* @name Phaser.Particles.Arcade.Emitter#y
* @property {number} y - Gets or sets the y position of the Emitter.
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "y", {
get: function () {
return this.emitY;
},
set: function (value) {
this.emitY = value;
}
});
/**
* @name Phaser.Particles.Arcade.Emitter#left
* @property {number} left - Gets the left position of the Emitter.
* @readonly
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "left", {
get: function () {
return Math.floor(this.x - (this.width / 2));
}
});
/**
* @name Phaser.Particles.Arcade.Emitter#right
* @property {number} right - Gets the right position of the Emitter.
* @readonly
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "right", {
get: function () {
return Math.floor(this.x + (this.width / 2));
}
});
/**
* @name Phaser.Particles.Arcade.Emitter#top
* @property {number} top - Gets the top position of the Emitter.
* @readonly
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "top", {
get: function () {
return Math.floor(this.y - (this.height / 2));
}
});
/**
* @name Phaser.Particles.Arcade.Emitter#bottom
* @property {number} bottom - Gets the bottom position of the Emitter.
* @readonly
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", {
get: function () {
return Math.floor(this.y + (this.height / 2));
}
});
</pre>
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