mirror of
https://github.com/photonstorm/phaser
synced 2024-12-14 15:22:57 +00:00
465 lines
No EOL
15 KiB
TypeScript
465 lines
No EOL
15 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../core/Group.ts" />
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/// <reference path="Particle.ts" />
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/// <reference path="../utils/SpriteUtils.ts" />
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/**
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* Phaser - Emitter
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*
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* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
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* continuous effects like rain and fire. All it really does is launch Particle objects out
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* at set intervals, and fixes their positions and velocities accorindgly.
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*/
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module Phaser {
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export class Emitter extends Group {
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/**
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* Creates a new <code>Emitter</code> object at a specific position.
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* Does NOT automatically generate or attach particles!
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*
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* @param x {number} The X position of the emitter.
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* @param y {number} The Y position of the emitter.
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* @param [size] {number} Specifies a maximum capacity for this emitter.
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*/
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constructor(game: Game, x: number = 0, y: number = 0, size: number = 0) {
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super(game, size);
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this.x = x;
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this.y = y;
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this.width = 0;
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this.height = 0;
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this.minParticleSpeed = new Vec2(-100, -100);
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this.maxParticleSpeed = new Vec2(100, 100);
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this.minRotation = -360;
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this.maxRotation = 360;
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this.gravity = 0;
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this.particleClass = null;
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this.particleDrag = new Vec2();
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this.frequency = 0.1;
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this.lifespan = 3;
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this.bounce = 0;
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this._quantity = 0;
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this._counter = 0;
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this._explode = true;
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this.on = false;
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this.exists = true;
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this.active = true;
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this.visible = true;
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}
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/**
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* The X position of the top left corner of the emitter in world space.
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*/
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public x: number;
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/**
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* The Y position of the top left corner of emitter in world space.
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*/
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public y: number;
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/**
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* The width of the emitter. Particles can be randomly generated from anywhere within this box.
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*/
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public width: number;
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/**
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* The height of the emitter. Particles can be randomly generated from anywhere within this box.
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*/
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public height: number;
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/**
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*
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*/
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public alive: bool;
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/**
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*
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*/
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public active: bool;
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/**
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* The minimum possible velocity of a particle.
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* The default value is (-100,-100).
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*/
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public minParticleSpeed: Vec2;
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/**
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* The maximum possible velocity of a particle.
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* The default value is (100,100).
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*/
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public maxParticleSpeed: Vec2;
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/**
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* The X and Y drag component of particles launched from the emitter.
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*/
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public particleDrag: Vec2;
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/**
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* The minimum possible angular velocity of a particle. The default value is -360.
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* NOTE: rotating particles are more expensive to draw than non-rotating ones!
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*/
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public minRotation: number;
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/**
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* The maximum possible angular velocity of a particle. The default value is 360.
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* NOTE: rotating particles are more expensive to draw than non-rotating ones!
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*/
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public maxRotation: number;
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/**
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* Sets the <code>acceleration.y</code> member of each particle to this value on launch.
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*/
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public gravity: number;
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/**
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* Determines whether the emitter is currently emitting particles.
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* It is totally safe to directly toggle this.
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*/
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public on: bool;
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/**
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* How often a particle is emitted (if emitter is started with Explode == false).
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*/
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public frequency: number;
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/**
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* How long each particle lives once it is emitted.
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* Set lifespan to 'zero' for particles to live forever.
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*/
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public lifespan: number;
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/**
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* How much each particle should bounce. 1 = full bounce, 0 = no bounce.
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*/
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public bounce: number;
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/**
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* Set your own particle class type here.
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* Default is <code>Particle</code>.
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*/
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public particleClass;
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/**
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* Internal helper for deciding how many particles to launch.
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*/
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private _quantity: number;
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/**
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* Internal helper for the style of particle emission (all at once, or one at a time).
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*/
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private _explode: bool;
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/**
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* Internal helper for deciding when to launch particles or kill them.
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*/
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private _timer: number;
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/**
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* Internal counter for figuring out how many particles to launch.
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*/
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private _counter: number;
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/**
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* Internal point object, handy for reusing for memory mgmt purposes.
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*/
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private _point: Vec2;
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/**
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* Clean up memory.
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*/
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public destroy() {
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this.minParticleSpeed = null;
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this.maxParticleSpeed = null;
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this.particleDrag = null;
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this.particleClass = null;
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this._point = null;
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super.destroy();
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}
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/**
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* This function generates a new array of particle sprites to attach to the emitter.
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*
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* @param graphics If you opted to not pre-configure an array of Sprite objects, you can simply pass in a particle image or sprite sheet.
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* @param quantity {number} The number of particles to generate when using the "create from image" option.
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* @param multiple {boolean} Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
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* @param collide {number} Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
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*
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* @return This Emitter instance (nice for chaining stuff together, if you're into that).
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*/
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public makeParticles(graphics, quantity: number = 50, multiple: bool = false, collide: number = 0): Emitter {
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this.maxSize = quantity;
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var totalFrames: number = 1;
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/*
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if(Multiple)
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{
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var sprite:Sprite = new Sprite(this.game);
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sprite.loadGraphic(Graphics,true);
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totalFrames = sprite.frames;
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sprite.destroy();
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}
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*/
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var randomFrame: number;
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var particle: Particle;
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var i: number = 0;
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while (i < quantity)
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{
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if (this.particleClass == null)
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{
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particle = new Particle(this.game);
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}
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else
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{
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particle = new this.particleClass(this.game);
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}
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if (multiple)
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{
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/*
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randomFrame = this.game.math.random()*totalFrames;
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*/
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}
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else
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{
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if (graphics)
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{
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particle.texture.loadImage(graphics);
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}
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}
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if (collide > 0)
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{
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//particle.body.allowCollisions = Types.ANY;
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particle.body.type = Types.BODY_DYNAMIC;
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particle.width *= collide;
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particle.height *= collide;
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}
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else
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{
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//particle.body.allowCollisions = Types.NONE;
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}
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particle.exists = false;
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// Center the origin for rotation assistance
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//particle.transform.origin.setTo(particle.body.bounds.halfWidth, particle.body.bounds.halfHeight);
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this.add(particle);
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i++;
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}
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return this;
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}
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public preUpdate() { }
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public postUpdate() { }
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/**
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* Called automatically by the game loop, decides when to launch particles and when to "die".
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*/
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public update() {
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if (this.on)
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{
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if (this._explode)
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{
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this.on = false;
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var i: number = 0;
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var l: number = this._quantity;
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if ((l <= 0) || (l > this.length))
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{
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l = this.length;
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}
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while (i < l)
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{
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this.emitParticle();
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i++;
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}
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this._quantity = 0;
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}
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else
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{
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this._timer += this.game.time.elapsed;
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while ((this.frequency > 0) && (this._timer > this.frequency) && this.on)
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{
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this._timer -= this.frequency;
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this.emitParticle();
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if ((this._quantity > 0) && (++this._counter >= this._quantity))
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{
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this.on = false;
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this._quantity = 0;
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}
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}
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}
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}
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super.update();
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}
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/**
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* Call this function to turn off all the particles and the emitter.
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*/
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public kill() {
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this.on = false;
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this.alive = false;
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this.exists = false;
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}
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/**
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* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
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* In practice, this is most often called by <code>Object.reset()</code>.
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*/
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public revive() {
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this.alive = true;
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this.exists = true;
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}
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/**
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* Call this function to start emitting particles.
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*
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* @param explode {boolean} Whether the particles should all burst out at once.
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* @param lifespan {number} How long each particle lives once emitted. 0 = forever.
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* @param frequency {number} Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds.
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* @param quantity {number} How many particles to launch. 0 = "all of the particles".
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*/
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public start(explode: bool = true, lifespan: number = 0, frequency: number = 0.1, quantity: number = 0) {
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this.revive();
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this.visible = true;
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this.on = true;
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this._explode = explode;
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this.lifespan = lifespan;
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this.frequency = frequency;
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this._quantity += quantity;
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this._counter = 0;
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this._timer = 0;
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}
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/**
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* This function can be used both internally and externally to emit the next particle.
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*/
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public emitParticle() {
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var particle: Particle = this.recycle(Particle);
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particle.lifespan = this.lifespan;
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//particle.body.bounce.setTo(this.bounce, this.bounce);
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SpriteUtils.reset(particle, this.x - (particle.width >> 1) + this.game.math.random() * this.width, this.y - (particle.height >> 1) + this.game.math.random() * this.height);
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particle.visible = true;
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if (this.minParticleSpeed.x != this.maxParticleSpeed.x)
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{
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particle.body.velocity.x = this.minParticleSpeed.x + this.game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x);
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}
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else
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{
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particle.body.velocity.x = this.minParticleSpeed.x;
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}
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if (this.minParticleSpeed.y != this.maxParticleSpeed.y)
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{
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particle.body.velocity.y = this.minParticleSpeed.y + this.game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y);
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}
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else
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{
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particle.body.velocity.y = this.minParticleSpeed.y;
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}
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//particle.body.acceleration.y = this.gravity;
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if (this.minRotation != this.maxRotation && this.minRotation !== 0 && this.maxRotation !== 0)
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{
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particle.body.angularVelocity = this.minRotation + this.game.math.random() * (this.maxRotation - this.minRotation);
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}
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else
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{
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particle.body.angularVelocity = this.minRotation;
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}
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if (particle.body.angularVelocity != 0)
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{
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particle.rotation = this.game.math.random() * 360 - 180;
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}
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//particle.body.drag.x = this.particleDrag.x;
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//particle.body.drag.y = this.particleDrag.y;
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particle.onEmit();
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}
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/**
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* A more compact way of setting the width and height of the emitter.
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*
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* @param width {number} The desired width of the emitter (particles are spawned randomly within these dimensions).
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* @param height {number} The desired height of the emitter.
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*/
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public setSize(width: number, height: number) {
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this.width = width;
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this.height = height;
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}
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/**
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* A more compact way of setting the X velocity range of the emitter.
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*
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* @param Min {number} The minimum value for this range.
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* @param Max {number} The maximum value for this range.
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*/
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public setXSpeed(min: number = 0, max: number = 0) {
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this.minParticleSpeed.x = min;
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this.maxParticleSpeed.x = max;
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}
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/**
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* A more compact way of setting the Y velocity range of the emitter.
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*
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* @param Min {number} The minimum value for this range.
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* @param Max {number} The maximum value for this range.
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*/
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public setYSpeed(min: number = 0, max: number = 0) {
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this.minParticleSpeed.y = min;
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this.maxParticleSpeed.y = max;
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}
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/**
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* A more compact way of setting the angular velocity constraints of the emitter.
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*
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* @param Min {number} The minimum value for this range.
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* @param Max {number} The maximum value for this range.
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*/
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public setRotation(min: number = 0, max: number = 0) {
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this.minRotation = min;
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this.maxRotation = max;
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}
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/**
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* Change the emitter's midpoint to match the midpoint of a <code>Object</code>.
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*
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* @param Object {object} The <code>Object</code> that you want to sync up with.
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*/
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public at(object: Sprite) {
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//this.x = object.body.bounds.halfWidth - (this.width >> 1);
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//this.y = object.body.bounds.halfHeight - (this.height >> 1);
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}
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}
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} |