mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
108 lines
No EOL
3.1 KiB
TypeScript
108 lines
No EOL
3.1 KiB
TypeScript
/// <reference path="../Game.ts" />
|
|
/// <reference path="Sprite.ts" />
|
|
|
|
/**
|
|
* Phaser - Particle
|
|
*
|
|
* This is a simple particle class that extends a Sprite to have a slightly more
|
|
* specialised behaviour. It is used exclusively by the Emitter class and can be extended as required.
|
|
*/
|
|
|
|
module Phaser {
|
|
|
|
export class Particle extends Sprite {
|
|
|
|
/**
|
|
* Instantiate a new particle. Like <code>Sprite</code>, all meaningful creation
|
|
* happens during <code>loadGraphic()</code> or <code>makeGraphic()</code> or whatever.
|
|
*/
|
|
constructor(game: Game) {
|
|
|
|
super(game);
|
|
|
|
this.lifespan = 0;
|
|
this.friction = 500;
|
|
|
|
}
|
|
|
|
/**
|
|
* How long this particle lives before it disappears.
|
|
* NOTE: this is a maximum, not a minimum; the object
|
|
* could get recycled before its lifespan is up.
|
|
*/
|
|
public lifespan: number;
|
|
|
|
/**
|
|
* Determines how quickly the particles come to rest on the ground.
|
|
* Only used if the particle has gravity-like acceleration applied.
|
|
* @default 500
|
|
*/
|
|
public friction: number;
|
|
|
|
/**
|
|
* The particle's main update logic. Basically it checks to see if it should
|
|
* be dead yet, and then has some special bounce behavior if there is some gravity on it.
|
|
*/
|
|
public update() {
|
|
|
|
//lifespan behavior
|
|
if (this.lifespan <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.lifespan -= this._game.time.elapsed;
|
|
|
|
if (this.lifespan <= 0)
|
|
{
|
|
this.kill();
|
|
}
|
|
|
|
//simpler bounce/spin behavior for now
|
|
if (this.touching)
|
|
{
|
|
if (this.angularVelocity != 0)
|
|
{
|
|
this.angularVelocity = -this.angularVelocity;
|
|
}
|
|
}
|
|
|
|
if (this.acceleration.y > 0) //special behavior for particles with gravity
|
|
{
|
|
if (this.touching & Collision.FLOOR)
|
|
{
|
|
this.drag.x = this.friction;
|
|
|
|
if (!(this.wasTouching & Collision.FLOOR))
|
|
{
|
|
if (this.velocity.y < -this.elasticity * 10)
|
|
{
|
|
if (this.angularVelocity != 0)
|
|
{
|
|
this.angularVelocity *= -this.elasticity;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.velocity.y = 0;
|
|
this.angularVelocity = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.drag.x = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Triggered whenever this object is launched by a <code>Emitter</code>.
|
|
* You can override this to add custom behavior like a sound or AI or something.
|
|
*/
|
|
public onEmit() {
|
|
}
|
|
|
|
}
|
|
|
|
} |