mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
679 lines
19 KiB
JavaScript
679 lines
19 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser - ArcadeEmitter
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*
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* @class Phaser.Particles.Arcade.Emitter
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* @classdesc 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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* @constructor
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* @extends Phaser.Group
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
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* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
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* @param {number} [maxParticles=50] - The total number of particles in this emitter..
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*/
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Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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/**
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* @property {number} maxParticles - The total number of particles in this emitter..
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* @default
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*/
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this.maxParticles = maxParticles || 50;
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Phaser.Group.call(this, game);
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/**
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* @property {string} name - Description.
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*/
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this.name = 'emitter' + this.game.particles.ID++;
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/**
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* @property {number} type - Internal Phaser Type value.
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* @protected
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*/
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this.type = Phaser.EMITTER;
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/**
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* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
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* @default
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*/
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this.width = 1;
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/**
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* @property {number} height - The height of the emitter. Particles can be randomly generated from anywhere within this box.
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* @default
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*/
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this.height = 1;
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/**
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* @property {Phaser.Point} minParticleSpeed - The minimum possible velocity of a particle.
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* @default
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*/
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this.minParticleSpeed = new Phaser.Point(-100, -100);
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/**
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* @property {Phaser.Point} maxParticleSpeed - The maximum possible velocity of a particle.
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* @default
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*/
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this.maxParticleSpeed = new Phaser.Point(100, 100);
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/**
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* @property {number} minParticleScale - The minimum possible scale of a particle.
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* @default
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*/
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this.minParticleScale = 1;
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/**
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* @property {number} maxParticleScale - The maximum possible scale of a particle.
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* @default
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*/
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this.maxParticleScale = 1;
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/**
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* @property {number} minRotation - The minimum possible angular velocity of a particle.
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* @default
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*/
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this.minRotation = -360;
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/**
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* @property {number} maxRotation - The maximum possible angular velocity of a particle.
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* @default
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*/
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this.maxRotation = 360;
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/**
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* @property {number} minParticleAlpha - The minimum possible alpha value of a particle.
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* @default
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*/
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this.minParticleAlpha = 1;
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/**
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* @property {number} maxParticleAlpha - The maximum possible alpha value of a particle.
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* @default
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*/
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this.maxParticleAlpha = 1;
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/**
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* @property {number} gravity - Sets the `body.gravity.y` of each particle sprite to this value on launch.
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* @default
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*/
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this.gravity = 100;
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/**
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* @property {any} particleClass - For emitting your own particle class types. They must extend Phaser.Particle.
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* @default
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*/
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this.particleClass = Phaser.Particle;
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/**
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* @property {Phaser.Point} particleDrag - The X and Y drag component of particles launched from the emitter.
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*/
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this.particleDrag = new Phaser.Point();
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/**
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* @property {number} angularDrag - The angular drag component of particles launched from the emitter if they are rotating.
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* @default
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*/
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this.angularDrag = 0;
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/**
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* @property {boolean} frequency - How often a particle is emitted in ms (if emitter is started with Explode === false).
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* @default
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*/
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this.frequency = 100;
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/**
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* @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.
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* @default
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*/
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this.lifespan = 2000;
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/**
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* @property {Phaser.Point} bounce - How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
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*/
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this.bounce = new Phaser.Point();
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/**
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* @property {boolean} on - Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.
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* @default
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*/
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this.on = false;
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/**
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* @property {Phaser.Point} particleAnchor - When a particle is created its anchor will be set to match this Point object (defaults to x/y: 0.5 to aid in rotation)
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* @default
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*/
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this.particleAnchor = new Phaser.Point(0.5, 0.5);
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/**
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* @property {number} blendMode - The blendMode as set on the particle when emitted from the Emitter. Defaults to NORMAL. Needs browser capable of supporting canvas blend-modes (most not available in WebGL)
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* @default
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*/
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this.blendMode = Phaser.blendModes.NORMAL;
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/**
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* The point the particles are emitted from.
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* Emitter.x and Emitter.y control the containers location, which updates all current particles
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* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
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* @property {number} emitX
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*/
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this.emitX = x;
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/**
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* The point the particles are emitted from.
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* Emitter.x and Emitter.y control the containers location, which updates all current particles
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* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
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* @property {number} emitY
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*/
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this.emitY = y;
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/**
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* @property {number} _quantity - Internal helper for deciding how many particles to launch.
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* @private
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*/
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this._quantity = 0;
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/**
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* @property {number} _timer - Internal helper for deciding when to launch particles or kill them.
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* @private
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*/
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this._timer = 0;
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/**
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* @property {number} _counter - Internal counter for figuring out how many particles to launch.
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* @private
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*/
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this._counter = 0;
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/**
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* @property {boolean} _explode - Internal helper for the style of particle emission (all at once, or one at a time).
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* @private
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*/
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this._explode = true;
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/**
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* @property {any} _frames - Internal helper for the particle frame.
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* @private
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*/
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this._frames = null;
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};
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Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype);
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Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.Emitter;
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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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* @method Phaser.Particles.Arcade.Emitter#update
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*/
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Phaser.Particles.Arcade.Emitter.prototype.update = function () {
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if (this.on)
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{
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var i = this.children.length;
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while (i--)
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{
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this.children[i].update();
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}
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if (this._explode)
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{
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this._counter = 0;
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do
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{
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this.emitParticle();
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this._counter++;
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}
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while (this._counter < this._quantity);
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this.on = false;
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}
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else
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{
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if (this.game.time.now >= this._timer)
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{
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this.emitParticle();
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this._counter++;
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if (this._quantity > 0)
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{
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if (this._counter >= this._quantity)
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{
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this.on = false;
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}
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}
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this._timer = this.game.time.now + this.frequency;
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}
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}
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}
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};
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/**
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* This function generates a new set of particles for use by this emitter.
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* The particles are stored internally waiting to be emitted via Emitter.start.
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*
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* @method Phaser.Particles.Arcade.Emitter#makeParticles
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* @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.
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* @param {array|number} [frames=0] - A frame number, or array of frames that the sprite will use. If an array one is picked at random.
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* @param {number} [quantity] - The number of particles to generate. If not given it will use the value of Emitter.maxParticles.
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* @param {boolean} [collide=false] - If you want the particles to be able to collide with other Arcade Physics bodies then set this to true.
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* @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.
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* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
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*/
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Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide, collideWorldBounds) {
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if (typeof frames === 'undefined') { frames = 0; }
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if (typeof quantity === 'undefined') { quantity = this.maxParticles; }
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if (typeof collide === 'undefined') { collide = false; }
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if (typeof collideWorldBounds === 'undefined') { collideWorldBounds = false; }
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var particle;
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var i = 0;
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var rndKey = keys;
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var rndFrame = frames;
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this._frames = frames;
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while (i < quantity)
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{
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if (typeof keys === 'object')
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{
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rndKey = this.game.rnd.pick(keys);
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}
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if (typeof frames === 'object')
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{
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rndFrame = this.game.rnd.pick(frames);
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}
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particle = new this.particleClass(this.game, 0, 0, rndKey, rndFrame);
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this.game.physics.arcade.enable(particle, false);
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if (collide)
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{
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particle.body.checkCollision.any = true;
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particle.body.checkCollision.none = false;
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}
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else
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{
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particle.body.checkCollision.none = true;
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}
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particle.body.collideWorldBounds = collideWorldBounds;
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particle.exists = false;
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particle.visible = false;
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particle.anchor.copyFrom(this.particleAnchor);
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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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/**
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* Call this function to turn off all the particles and the emitter.
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*
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* @method Phaser.Particles.Arcade.Emitter#kill
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*/
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Phaser.Particles.Arcade.Emitter.prototype.kill = function () {
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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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*
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* @method Phaser.Particles.Arcade.Emitter#revive
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*/
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Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
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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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* @method Phaser.Particles.Arcade.Emitter#start
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* @param {boolean} [explode=true] - Whether the particles should all burst out at once (true) or at the frequency given (false).
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* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
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* @param {number} [frequency=250] - Ignored if Explode is set to true. Frequency is how often to emit a particle in ms.
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* @param {number} [quantity=0] - How many particles to launch. 0 = "all of the particles".
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*/
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Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) {
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if (typeof explode === 'undefined') { explode = true; }
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if (typeof lifespan === 'undefined') { lifespan = 0; }
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if (typeof frequency === 'undefined' || frequency === null) { frequency = 250; }
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if (typeof quantity === 'undefined') { quantity = 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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if (explode)
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{
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this._quantity = quantity;
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}
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else
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{
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this._quantity += quantity;
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}
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this._counter = 0;
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this._timer = this.game.time.now + frequency;
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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 in the queue.
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*
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* @method Phaser.Particles.Arcade.Emitter#emitParticle
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*/
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Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
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var particle = this.getFirstExists(false);
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if (particle == null)
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{
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return;
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}
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particle.angle = 0;
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particle.bringToTop();
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if (this.minParticleScale !== 1 || this.maxParticleScale !== 1)
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{
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particle.scale.set(this.game.rnd.realInRange(this.minParticleScale, this.maxParticleScale));
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}
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particle.body.updateBounds();
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if (this.width > 1 || this.height > 1)
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{
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particle.reset(this.game.rnd.integerInRange(this.left, this.right), this.game.rnd.integerInRange(this.top, this.bottom));
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}
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else
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{
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particle.reset(this.emitX, this.emitY);
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}
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particle.lifespan = this.lifespan;
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particle.body.bounce.setTo(this.bounce.x, this.bounce.y);
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if (this.minParticleSpeed.x !== this.maxParticleSpeed.x)
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{
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particle.body.velocity.x = this.game.rnd.integerInRange(this.minParticleSpeed.x, this.maxParticleSpeed.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.game.rnd.integerInRange(this.minParticleSpeed.y, this.maxParticleSpeed.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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if (this.minRotation !== this.maxRotation)
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{
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particle.body.angularVelocity = this.game.rnd.integerInRange(this.minRotation, this.maxRotation);
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}
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else if (this.minRotation !== 0)
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{
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particle.body.angularVelocity = this.minRotation;
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}
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if (typeof this._frames === 'object')
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{
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particle.frame = this.game.rnd.pick(this._frames);
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}
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else
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{
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particle.frame = this._frames;
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}
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if (this.minParticleAlpha !== 1 || this.maxParticleAlpha !== 1)
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{
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particle.alpha = this.game.rnd.realInRange(this.minParticleAlpha, this.maxParticleAlpha);
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}
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particle.blendMode = this.blendMode;
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particle.body.gravity.y = this.gravity;
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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.body.angularDrag = this.angularDrag;
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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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* @method Phaser.Particles.Arcade.Emitter#setSize
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* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).
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* @param {number} height - The desired height of the emitter.
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*/
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Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
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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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* @method Phaser.Particles.Arcade.Emitter#setXSpeed
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* @param {number} [min=0] - The minimum value for this range.
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* @param {number} [max=0] - The maximum value for this range.
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*/
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Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
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min = min || 0;
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max = max || 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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* @method Phaser.Particles.Arcade.Emitter#setYSpeed
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* @param {number} [min=0] - The minimum value for this range.
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* @param {number} [max=0] - The maximum value for this range.
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*/
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Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
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min = min || 0;
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max = max || 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 particles.
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*
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* @method Phaser.Particles.Arcade.Emitter#setRotation
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* @param {number} [min=0] - The minimum value for this range.
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* @param {number} [max=0] - The maximum value for this range.
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*/
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Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
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min = min || 0;
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max = max || 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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* A more compact way of setting the alpha constraints of the particles.
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*
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* @method Phaser.Particles.Arcade.Emitter#setAlpha
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* @param {number} [min=1] - The minimum value for this range.
|
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* @param {number} [max=1] - The maximum value for this range.
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.prototype.setAlpha = function (min, max) {
|
|
|
|
if (typeof min === 'undefined') { min = 1; }
|
|
if (typeof max === 'undefined') { max = 1; }
|
|
|
|
this.minParticleAlpha = min;
|
|
this.maxParticleAlpha = max;
|
|
|
|
};
|
|
|
|
/**
|
|
* A more compact way of setting the scale constraints of the particles.
|
|
*
|
|
* @method Phaser.Particles.Arcade.Emitter#setScale
|
|
* @param {number} [min=1] - The minimum value for this range.
|
|
* @param {number} [max=1] - The maximum value for this range.
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.prototype.setScale = function (min, max) {
|
|
|
|
if (typeof min === 'undefined') { min = 1; }
|
|
if (typeof max === 'undefined') { max = 1; }
|
|
|
|
this.minParticleScale = min;
|
|
this.maxParticleScale = max;
|
|
|
|
};
|
|
|
|
/**
|
|
* Change the emitters center to match the center of any object with a `center` property, such as a Sprite.
|
|
* If the object doesn't have a center property it will be set to object.x + object.width / 2
|
|
*
|
|
* @method Phaser.Particles.Arcade.Emitter#at
|
|
* @param {object|Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Text|PIXI.DisplayObject} 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;
|
|
}
|
|
else
|
|
{
|
|
this.emitX = object.world.x + (object.anchor.x * object.width);
|
|
this.emitY = object.world.y + (object.anchor.y * object.height);
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @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));
|
|
}
|
|
|
|
});
|