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phaser-ce

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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Create a new `Particle` object. Particles are extended Sprites that are emitted by a particle emitter such as Phaser.Particles.Arcade.Emitter. * * @class Phaser.Particle * @constructor * @extends Phaser.Sprite * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} x - The x coordinate (in world space) to position the Particle at. * @param {number} y - The y coordinate (in world space) to position the Particle at. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Particle during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {string|number} frame - If this Particle is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. */ Phaser.Particle = function (game, x, y, key, frame) { Phaser.Sprite.call(this, game, x, y, key, frame); /** * @property {boolean} autoScale - If this Particle automatically scales this is set to true by Particle.setScaleData. * @protected */ this.autoScale = false; /** * @property {number} autoScaleFps - Frames per second of `autoScale`. * @protected */ this.autoScaleFps = 0; /** * @property {array} scaleData - A reference to the scaleData array owned by the Emitter that emitted this Particle. * @protected */ this.scaleData = null; /** * @property {number} _s - Internal cache var for tracking auto scale. * @private */ this._s = 0; /** * @property {boolean} autoAlpha - If this Particle automatically changes alpha this is set to true by Particle.setAlphaData. * @protected */ this.autoAlpha = false; /** * @property {number} autoAlphaFps - Frames per second of `autoAlpha`. */ this.autoAlphaFps = 0; /** * @property {array} alphaData - A reference to the alphaData array owned by the Emitter that emitted this Particle. * @protected */ this.alphaData = null; /** * @property {number} _a - Internal cache var for tracking auto alpha. * @private */ this._a = 0; }; Phaser.Particle.prototype = Object.create(Phaser.Sprite.prototype); Phaser.Particle.prototype.constructor = Phaser.Particle; /** * Updates the Particle scale or alpha if autoScale and autoAlpha are set. * * @method Phaser.Particle#update * @memberof Phaser.Particle */ Phaser.Particle.prototype.update = function () { if (this.autoScale) { this._s -= this.game.time.delta * 0.001 * this.autoScaleFps; var s = Math.round(this._s); if (s > 0) { this.scale.set(this.scaleData[s].x, this.scaleData[s].y); } else { this.autoScale = false; } } if (this.autoAlpha) { this._a -= this.game.time.delta * 0.001 * this.autoAlphaFps; var a = Math.round(this._a); if (a > 0) { this.alpha = this.alphaData[a].v; } else { this.autoAlpha = false; } } }; /** * Called by the Emitter when this particle is emitted. Left empty for you to over-ride as required. * * @method Phaser.Particle#onEmit * @memberof Phaser.Particle */ Phaser.Particle.prototype.onEmit = function () { }; /** * Called by the Emitter if autoAlpha has been enabled. Passes over the alpha ease data and resets the alpha counter. * * @method Phaser.Particle#setAlphaData * @memberof Phaser.Particle */ Phaser.Particle.prototype.setAlphaData = function (data, fps) { this.alphaData = data; this._a = data.length - 1; this.alpha = this.alphaData[this._a].v; this.autoAlpha = true; this.autoAlphaFps = fps; }; /** * Called by the Emitter if autoScale has been enabled. Passes over the scale ease data and resets the scale counter. * * @method Phaser.Particle#setScaleData * @memberof Phaser.Particle */ Phaser.Particle.prototype.setScaleData = function (data, fps) { this.scaleData = data; this._s = data.length - 1; this.scale.set(this.scaleData[this._s].x, this.scaleData[this._s].y); this.autoScale = true; this.autoScaleFps = fps; }; /** * Resets the Particle. This places the Particle at the given x/y world coordinates and then * sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values. * If the Particle has a physics body that too is reset. * * @method Phaser.Particle#reset * @memberof Phaser.Particle * @param {number} x - The x coordinate (in world space) to position the Particle at. * @param {number} y - The y coordinate (in world space) to position the Particle at. * @param {number} [health=1] - The health to give the Particle. * @return {Phaser.Particle} This instance. */ Phaser.Particle.prototype.reset = function (x, y, health) { Phaser.Component.Reset.prototype.reset.call(this, x, y, health); this.alpha = 1; this.scale.set(1); this.autoScale = false; this.autoAlpha = false; return this; };