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duckengine

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import { Duck } from '../../../index'; import Game from '../../game'; import GameObject from '../gameObject'; import Vector2 from '../../math/vector2'; import Scene from '../../scene'; /** * @class Particle * @classdesc Creates a DuckEngine Particle * @description The Particle Class. A particle that can be emitted by a ParticleEmitter * @extends GameObject * @since 1.0.0 */ export default class Particle extends GameObject<'either'> { /** * @memberof Particle * @description The float velocity of the Particle * @type Vector2 * @since 2.0.0 */ floatVelocity: Vector2; /** * @memberof Particle * @description The original fill color or img path of the Particle * @type Vector2 * @since 2.0.0 */ originalFillColorOrIMGPath: string; /** * @memberof Particle * @description The age of the particle in seconds * @property * @since 1.0.0 */ age: number; /** * @constructor Particle * @description Creates a Particle instance * @param {Duck.Types.Collider.ShapeString} shape Shape of the particle * @param {number} w Width of the particle * @param {number} h Height of the particle * @param {number} r Radius of the particle * @param {string} fillColorOrIMGPath Color to fill the particle with, can be an image path * @param {Game} game Game instance * @param {Scene} scene Scene instance * @since 1.0.0-beta */ constructor(shape: Duck.Types.Collider.ShapeString, w: number, h: number, r: number, fillColorOrIMGPath: string, game: Game, scene: Scene); /** * @memberof Particle * @description Draws the particle. Do not call manually, called automatically in scene loop * @since 1.0.0-beta */ _draw(): void; /** * @memberof Particle * * *Modified from gameobject* * * @description Updates the gameobject's position by the velocity. Sets velocity to 0 on every tick. * DO NOT CALL MANUALLY, CALLED IN SCENE.__tick(deltaTime) * @since 2.0.0 */ _update(): void; /** * @memberof Particle * @description Sets the particle's image src. Only works if particle's shape was initially 'sprite' * @param {string} imagePath Image path * @since 1.0.0-beta */ setImagePath(imagePath: string): void; }