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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} */ /** * Emitter is a lightweight particle emitter that uses Arcade Physics. * It can be used for one-time explosions or for continuous effects like rain and fire. * All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly. * * @class Phaser.Particles.Arcade.Emitter * @constructor * @extends Phaser.Group * @param {Phaser.Game} game - Current game instance. * @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from. * @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from. * @param {number} [maxParticles=50] - The total number of particles in this emitter. */ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) { /** * @property {number} maxParticles - The total number of particles in this emitter. * @default */ this.maxParticles = maxParticles || 50; Phaser.Group.call(this, game); /** * @property {number} _id - Internal ID for this emitter -- only used by the Particle System in most cases * @private */ this._id = this.game.particles.ID++; /** * @property {string} name - A handy string name for this emitter. Can be set to anything. */ this.name = 'emitter' + this.id; /** * @property {number} type - Internal Phaser Type value. * @protected */ this.type = Phaser.EMITTER; /** * @property {number} physicsType - The const physics body type of this object. * @readonly */ this.physicsType = Phaser.GROUP; /** * @property {Phaser.Rectangle} area - The {@link #setSize size} of the emitter's emit area. The **actual** emit area is a rectangle of this size centered on (emitX, emitY): `{x: this.left, y: this.top, width: this.area.width, height: this.area.height}`. Particles are generated at a random position within this area. * @default */ this.area = new Phaser.Rectangle(x, y, 1, 1); /** * @property {?number} minAngle - The minimum angle of initial particle velocities, in degrees. When set to a non-null value (with {@link #maxAngle}), {@link #minSpeed} and {@link #maxSpeed} are used and {@link #minParticleSpeed} and {@link #maxParticleSpeed} are ignored. * @default */ this.minAngle = null; /** * @property {?number} maxAngle - The maximum angle of initial particle velocities, in degrees. When set to a non-null value (with {@link #minAngle}), {@link #minSpeed} and {@link #maxSpeed} are used and {@link #minParticleSpeed} and {@link #maxParticleSpeed} are ignored. * @default */ this.maxAngle = null; /** * @property {number} minSpeed - The minimum initial speed of particles released within {@link #minAngle} and {@link #maxAngle}. * @default */ this.minSpeed = 0; /** * @property {number} maxSpeed - The maximum initial speed of particles released within {@link #minAngle} and {@link #maxAngle}. * @default */ this.maxSpeed = 100; /** * @property {Phaser.Point} minParticleSpeed - The minimum possible velocity of a particle. * @default */ this.minParticleSpeed = new Phaser.Point(-100, -100); /** * @property {Phaser.Point} maxParticleSpeed - The maximum possible velocity of a particle. * @default */ this.maxParticleSpeed = new Phaser.Point(100, 100); /** * @property {number} minParticleScale - The minimum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see minParticleScaleX. * @default */ this.minParticleScale = 1; /** * @property {number} maxParticleScale - The maximum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see maxParticleScaleX. * @default */ this.maxParticleScale = 1; /** * @property {array} scaleData - An array of the calculated scale easing data applied to particles with scaleRates > 0. */ this.scaleData = null; /** * @property {number} minRotation - The minimum possible angular velocity of a particle. * @default */ this.minRotation = -360; /** * @property {number} maxRotation - The maximum possible angular velocity of a particle. * @default */ this.maxRotation = 360; /** * @property {number} minParticleAlpha - The minimum possible alpha value of a particle. * @default */ this.minParticleAlpha = 1; /** * @property {number} maxParticleAlpha - The maximum possible alpha value of a particle. * @default */ this.maxParticleAlpha = 1; /** * @property {array} alphaData - An array of the calculated alpha easing data applied to particles with alphaRates > 0. */ this.alphaData = null; /** * @property {function} particleClass - For emitting your own particle class types. They must extend Phaser.Particle. * @default */ this.particleClass = Phaser.Particle; /** * @property {Phaser.Point} particleDrag - The X and Y drag component of particles launched from the emitter. */ this.particleDrag = new Phaser.Point(); /** * @property {number} angularDrag - The angular drag component of particles launched from the emitter if they are rotating. * @default */ this.angularDrag = 0; /** * @property {number} frequency - How often a particle is emitted in ms (if emitter is started with Explode === false). * @default */ this.frequency = 100; /** * @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. * @default */ this.lifespan = 2000; /** * @property {Phaser.Point} bounce - How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce. */ this.bounce = new Phaser.Point(); /** * @property {boolean} on - Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this. * @default */ this.on = false; /** * @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) * @default */ this.particleAnchor = new Phaser.Point(0.5, 0.5); /** * @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) * @default */ this.blendMode = Phaser.blendModes.NORMAL; /** * The point the particles are emitted from. * Emitter.x and Emitter.y control the containers location, which updates all current particles * Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position. * @property {number} emitX */ this.emitX = x; /** * The point the particles are emitted from. * Emitter.x and Emitter.y control the containers location, which updates all current particles * Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position. * @property {number} emitY */ this.emitY = y; /** * @property {boolean} autoScale - When a new Particle is emitted this controls if it will automatically scale in size. Use Emitter.setScale to configure. */ this.autoScale = false; /** * @property {number} autoScaleFps - Frames per second of `autoScale`. */ this.autoScaleFps = this.game.time.desiredFps; /** * @property {boolean} autoAlpha - When a new Particle is emitted this controls if it will automatically change alpha. Use Emitter.setAlpha to configure. */ this.autoAlpha = false; /** * @property {number} autoAlphaFps - Frames per second of `autoAlpha`. */ this.autoAlphaFps = this.game.time.desiredFps; /** * @property {boolean} particleBringToTop - If this is `true` then when the Particle is emitted it will be bought to the top of the Emitters display list. * @default */ this.particleBringToTop = false; /** * @property {boolean} particleSendToBack - If this is `true` then when the Particle is emitted it will be sent to the back of the Emitters display list. * @default */ this.particleSendToBack = false; /** * @property {object} counts - Records emitter activity. * @property {number} counts.emitted - How many particles were emitted during the last update. * @property {number} counts.failed - How many particles could not be emitted during the last update (because no particles were available). * @property {number} counts.totalEmitted - How many particles have been emitted. * @property {number} counts.totalFailed - How many particles could not be emitted when they were due (because no particles were available). */ this.counts = { emitted: 0, failed: 0, totalEmitted: 0, totalFailed: 0 }; /** * @property {Phaser.Point} _gravity - Internal gravity value. * @private */ this._gravity = new Phaser.Point(0, 100); /** * @property {Phaser.Point} _minParticleScale - Internal particle scale var. * @private */ this._minParticleScale = new Phaser.Point(1, 1); /** * @property {Phaser.Point} _maxParticleScale - Internal particle scale var. * @private */ this._maxParticleScale = new Phaser.Point(1, 1); /** * @property {number} _total - Internal helper for deciding how many particles to launch (via {@link #start}). * @private */ this._total = 0; /** * @property {number} _timer - Internal helper for deciding when to launch particles or kill them. * @private */ this._timer = 0; /** * @property {number} _counter - Internal counter for figuring out how many particles to launch. * @private */ this._counter = 0; /** * @property {number} _flowQuantity - Internal counter for figuring out how many particles to launch per flow update. * @private */ this._flowQuantity = 0; /** * @property {number} _flowTotal - Internal counter for figuring out how many particles to launch in total (via {@link #flow}). * @private */ this._flowTotal = 0; /** * @property {boolean} _explode - Internal helper for the style of particle emission (all at once, or one at a time). * @private */ this._explode = true; /** * @property {any} _frames - Internal helper for the particle frame. * @private */ this._frames = null; }; Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype); Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.Emitter; /** * Called automatically by the game loop, decides when to launch particles and when to "die". * * @method Phaser.Particles.Arcade.Emitter#update */ Phaser.Particles.Arcade.Emitter.prototype.update = function () { this.counts.emitted = 0; this.counts.failed = 0; if (this.on && this.game.time.deltaTotal >= this._timer) { this._timer = this.game.time.deltaTotal + this.frequency; if (this._flowTotal !== 0) { if (this._flowQuantity > 0) { for (var i = 0; i < this._flowQuantity; i++) { if (this.emitParticle()) { this._counter++; if (this._flowTotal !== -1 && this._counter >= this._flowTotal) { this.on = false; break; } } } } else if (this.emitParticle()) { this._counter++; if (this._flowTotal !== -1 && this._counter >= this._flowTotal) { this.on = false; } } } else if (this.emitParticle()) { this._counter++; if (this._total > 0 && this._counter >= this._total) { this.on = false; } } } var i = this.children.length; while (i--) { if (this.children[i].exists) { this.children[i].update(); } } }; /** * This function generates a new set of particles for use by this emitter. * The particles are stored internally waiting to be emitted via Emitter.start. * * @method Phaser.Particles.Arcade.Emitter#makeParticles * @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. * @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. * @param {number} [quantity] - The number of particles to generate. If not given it will use the value of Emitter.maxParticles. If the value is greater than Emitter.maxParticles it will use Emitter.maxParticles as the quantity. * @param {boolean} [collide=false] - If you want the particles to be able to collide with other Arcade Physics bodies then set this to true. * @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. * @param {object} [particleArguments=null] - Custom arguments to pass to your particle class * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide, collideWorldBounds, particleArguments) { if (frames === undefined) { frames = 0; } if (quantity === undefined) { quantity = this.maxParticles; } if (collide === undefined) { collide = false; } if (collideWorldBounds === undefined) { collideWorldBounds = false; } if (particleArguments === undefined) { particleArguments = null; } var particle; var i = 0; var rndKey = keys; var rndFrame = frames; this._frames = frames; if (quantity > this.maxParticles) { this.maxParticles = quantity; } while (i < quantity) { if (Array.isArray(keys)) { rndKey = this.game.rnd.pick(keys); } if (Array.isArray(frames)) { rndFrame = this.game.rnd.pick(frames); } particle = new this.particleClass(this.game, 0, 0, rndKey, rndFrame, particleArguments); this.game.physics.arcade.enable(particle, false); particle.body.checkCollision.none = !collide; particle.body.collideWorldBounds = collideWorldBounds; particle.body.skipQuadTree = true; particle.exists = false; particle.visible = false; particle.anchor.copyFrom(this.particleAnchor); this.add(particle); i++; } return this; }; /** * Call this function to turn off all the particles and the emitter. * * @method Phaser.Particles.Arcade.Emitter#kill * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.kill = function () { this.on = false; this.alive = false; this.exists = false; return this; }; /** * Handy for bringing game objects "back to life". Just sets alive and exists back to true. * * @method Phaser.Particles.Arcade.Emitter#revive * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.revive = function () { this.alive = true; this.exists = true; return this; }; /** * Call this function to emit the given quantity of particles at all once (an explosion) * * @method Phaser.Particles.Arcade.Emitter#explode * @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever. * @param {number} [quantity=this.maxParticles] - How many particles to launch. * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.explode = function (lifespan, quantity) { if (quantity === undefined) { quantity = this.maxParticles; } this._flowTotal = 0; this.start(true, lifespan, 0, quantity, false); return this; }; /** * Call this function to start emitting a flow of particles. * `quantity` particles are released every interval of `frequency` ms until `total` particles have been released (or forever). * If you set the total to be 20 and quantity to be 5 then flow will emit 4 times in total (4 × 5 = 20 total) and then turn {@link #on off}. * If you set the total to be -1 then no quantity cap is used and it will keep emitting (as long as there are inactive particles available). * * {@link #output}, {@link #lifespanOutput}, and {@link #remainder} describe the particle flow rate. * During a stable flow, the number of active particles approaches {@link #lifespanOutput} and the number of inactive particles approaches {@link #remainder}. * If {@link #remainder} is less than 0, there will likely be no particles available for a portion of the flow (see {@link #count}). * * @method Phaser.Particles.Arcade.Emitter#flow * @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever. * @param {number} [frequency=250] - The interval between each release of particles, given in ms. Values between 0 and 16.66 will behave the same (60 releases per second). * @param {number} [quantity=1] - How many particles to launch at each interval. Not larger than {@link #maxParticles}. * @param {number} [total=-1] - Turn {@link #on off} after launching this many particles in total. If -1 it will carry on indefinitely. * @param {boolean} [immediate=true] - Should the flow start immediately (true) or wait until the first frequency event? (false) * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.flow = function (lifespan, frequency, quantity, total, immediate) { if (frequency === undefined || frequency === null) { frequency = 250; } if (quantity === undefined || quantity === 0) { quantity = 1; } if (total === undefined) { total = -1; } if (immediate === undefined) { immediate = true; } if (quantity > this.maxParticles) { quantity = this.maxParticles; } this._counter = 0; this._flowQuantity = quantity; this._flowTotal = total; if (immediate) { this.start(true, lifespan, frequency, quantity); this._counter += quantity; this.on = true; this._timer = this.game.time.deltaTotal + frequency; } else { this.start(false, lifespan, frequency, quantity); } return this; }; /** * Start emitting particles. * * {@link #explode} and {@link #flow} are simpler methods. * * There are two patterns, based on the `explode` argument: * * ##### explode=true * * start(true, lifespan=0, null, total) * * When `explode` is true or `forceQuantity` is true, `start` emits `total` particles immediately. You should pass a nonzero `total`. * * ##### explode=false * * start(false, lifespan=0, frequency=250, total=0) * * When `explode` is false and `forceQuantity` is false, `start` emits 1 particle every interval of `frequency` ms. If `total` is not zero, the emitter turns itself off after `total` particles have been released. If `total` is zero, the emitter keeps emitting particles as long as they are available. To emit more than 1 particle per flow interval, use {@link #flow} instead. * * `forceQuantity` seems equivalent to `explode` and can probably be avoided. * * @method Phaser.Particles.Arcade.Emitter#start * @param {boolean} [explode=true] - Whether the particles should all burst out at once (true) or at the frequency given (false). * @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever. * @param {number} [frequency=250] - The interval between each release of 1 particle, when `explode` is false. Value given in ms. Ignored if `explode` is set to true. * @param {number} [total=0] - Turn {@link #on off} after launching this many particles in total. * @param {number} [forceQuantity=false] - Equivalent to `explodes`. * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, total, forceQuantity) { if (explode === undefined) { explode = true; } if (lifespan === undefined) { lifespan = 0; } if (frequency === undefined || frequency === null) { frequency = 250; } if (total === undefined) { total = 0; } if (forceQuantity === undefined) { forceQuantity = false; } if (total > this.maxParticles) { total = this.maxParticles; } this.revive(); this.visible = true; this.lifespan = lifespan; this.frequency = frequency; if (explode || forceQuantity) { for (var i = 0; i < total; i++) { this.emitParticle(); } } else { this.on = true; this._total = total; this._counter = 0; this._timer = this.game.time.deltaTotal + frequency; } return this; }; /** * This function is used internally to emit the next particle in the queue. * * However it can also be called externally to emit a particle. * * When called externally you can use the arguments to override any defaults the Emitter has set. * * The newly emitted particle is available in {@link Phaser.Particles.Arcade.Emitter#cursor}. * * @method Phaser.Particles.Arcade.Emitter#emitParticle * @param {number} [x] - The x coordinate to emit the particle from. If `null` or `undefined` it will use `Emitter.emitX` or if the Emitter has a width > 1 a random value between `Emitter.left` and `Emitter.right`. * @param {number} [y] - The y coordinate to emit the particle from. If `null` or `undefined` it will use `Emitter.emitY` or if the Emitter has a height > 1 a random value between `Emitter.top` and `Emitter.bottom`. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|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 Image entry, or an instance of a RenderTexture, BitmapData, Video 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. * @return {boolean} True if a particle was emitted, otherwise false. */ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, frame) { if (x === undefined) { x = null; } if (y === undefined) { y = null; } var particle = this.getNextParticle(); if (particle === null) { this.counts.failed++; this.counts.totalFailed++; return false; } this.counts.emitted++; this.counts.totalEmitted++; var rnd = this.game.rnd; if (key !== undefined && frame !== undefined) { particle.loadTexture(key, frame); } else if (key !== undefined) { particle.loadTexture(key); particle.frame = Array.isArray(this._frames) ? rnd.pick(this._frames) : this._frames; } var emitX = this.emitX; var emitY = this.emitY; if (x !== null) { emitX = x; } else if (this.width > 1) { emitX = rnd.between(this.left, this.right); } if (y !== null) { emitY = y; } else if (this.height > 1) { emitY = rnd.between(this.top, this.bottom); } this.resetParticle(particle, emitX, emitY); return true; }; /** * Helper for {@link #emitParticle}. Gets the next available particle. * * @private * @return {?Phaser.Particle} The first particle with exists=false, or null */ Phaser.Particles.Arcade.Emitter.prototype.getNextParticle = function () { var i = this.length; while (i--) { var next = this.next(); if (!next.exists) { return next; } } return null; }; /** * Helper for {@link #emitParticle}. Sets particle properties and calls {@link Particle#onEmit}. * * @private * @param {Phaser.Particle} particle * @param {number} x * @param {number} y */ Phaser.Particles.Arcade.Emitter.prototype.resetParticle = function (particle, x, y) { var rnd = this.game.rnd; particle.reset(x, y); particle.angle = 0; particle.lifespan = this.lifespan; if (this.particleBringToTop) { this.bringToTop(particle); } else if (this.particleSendToBack) { this.sendToBack(particle); } if (this.autoScale) { particle.setScaleData(this.scaleData, this.autoScaleFps); } else if (this.minParticleScale !== 1 || this.maxParticleScale !== 1) { particle.scale.set(rnd.realInRange(this.minParticleScale, this.maxParticleScale)); } else if ((this._minParticleScale.x !== this._maxParticleScale.x) || (this._minParticleScale.y !== this._maxParticleScale.y)) { particle.scale.set(rnd.realInRange(this._minParticleScale.x, this._maxParticleScale.x), rnd.realInRange(this._minParticleScale.y, this._maxParticleScale.y)); } else { particle.scale.set(this._minParticleScale.x, this._minParticleScale.y); } if (this.autoAlpha) { particle.setAlphaData(this.alphaData, this.autoAlphaFps); } else { particle.alpha = rnd.realInRange(this.minParticleAlpha, this.maxParticleAlpha); } particle.blendMode = this.blendMode; var body = particle.body; body.updateBounds(); body.bounce.copyFrom(this.bounce); body.drag.copyFrom(this.particleDrag); if (this.minAngle != null && this.maxAngle != null) { this.game.physics.arcade.velocityFromAngle( (this.minAngle === this.maxAngle) ? this.minAngle : rnd.between(this.minAngle, this.maxAngle), (this.minSpeed === this.maxSpeed) ? this.minSpeed : rnd.between(this.minSpeed, this.maxSpeed), body.velocity ); } else { body.velocity.x = rnd.between(this.minParticleSpeed.x, this.maxParticleSpeed.x); body.velocity.y = rnd.between(this.minParticleSpeed.y, this.maxParticleSpeed.y); } body.angularVelocity = rnd.between(this.minRotation, this.maxRotation); body.gravity.copyFrom(this.gravity); body.angularDrag = this.angularDrag; particle.onEmit(); }; /** * Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager. * * @method Phaser.Particles.Arcade.Emitter#destroy */ Phaser.Particles.Arcade.Emitter.prototype.destroy = function () { this.game.particles.remove(this); Phaser.Group.prototype.destroy.call(this, true, false); }; /** * A more compact way of setting the width and height of the emitter. * * @method Phaser.Particles.Arcade.Emitter#setSize * @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions). * @param {number} height - The desired height of the emitter. * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) { this.area.width = width; this.area.height = height; return this; }; /** * A more compact way of setting the X and Y velocity ranges of the emitter. * * @method Phaser.Particles.Arcade.Emitter#setSpeed * @param {number} minX - The minimum horizontal speed. * @param {number} maxX - The maximum horizontal speed. * @param {number} minY - The minimum vertical speed. * @param {number} maxY - The maximum vertical speed. * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.setSpeed = function (minX, maxX, minY, maxY) { this.setXSpeed(minX, maxX); this.setYSpeed(minY, maxY); return this; }; /** * A more compact way of setting the X velocity range of the emitter. * * @method Phaser.Particles.Arcade.Emitter#setXSpeed * @param {number} [min=0] - The minimum value for this range. * @param {number} [max=0] - The maximum value for this range. * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) { min = min || 0; max = max || 0; this.minParticleSpeed.x = min; this.maxParticleSpeed.x = max; return this; }; /** * A more compact way of setting the Y velocity range of the emitter. * * @method Phaser.Particles.Arcade.Emitter#setYSpeed * @param {number} [min=0] - The minimum value for this range. * @param {number} [max=0] - The maximum value for this range. * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) { min = min || 0; max = max || 0; this.minParticleSpeed.y = min; this.maxParticleSpeed.y = max; return this; }; /** * A more compact way of setting the angular velocity constraints of the particles. * * @method Phaser.Particles.Arcade.Emitter#setRotation * @param {number} [min=0] - The minimum value for this range. * @param {number} [max=0] - The maximum value for this range. * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) { min = min || 0; max = max || 0; this.minRotation = min; this.maxRotation = max; return this; }; /** * A more compact way of setting the alpha constraints of the particles. * The rate parameter, if set to a value above zero, lets you set the speed at which the Particle change in alpha from min to max. * If rate is zero, which is the default, the particle won't change alpha - instead it will pick a random alpha between min and max on emit. * * @method Phaser.Particles.Arcade.Emitter#setAlpha * @param {number} [min=1] - The minimum value for this range. * @param {number} [max=1] - The maximum value for this range. * @param {number} [rate=0] - The rate (in ms) at which the particles will change in alpha from min to max, or set to zero to pick a random alpha between the two. * @param {function} [ease=Phaser.Easing.Linear.None] - If you've set a rate > 0 this is the easing formula applied between the min and max values. * @param {boolean} [yoyo=false] - If you've set a rate > 0 you can set if the ease will yoyo or not (i.e. ease back to its original values) * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.setAlpha = function (min, max, rate, ease, yoyo) { if (min === undefined) { min = 1; } if (max === undefined) { max = 1; } if (rate === undefined) { rate = 0; } if (ease === undefined) { ease = Phaser.Easing.Linear.None; } if (yoyo === undefined) { yoyo = false; } this.minParticleAlpha = min; this.maxParticleAlpha = max; this.autoAlpha = false; if (rate > 0 && min !== max) { var tweenData = { v: min }; var tween = this.game.make.tween(tweenData).to({ v: max }, rate, ease); tween.yoyo(yoyo); this.alphaData = tween.generateData(this.game.time.desiredFps); this.autoAlphaFps = this.game.time.desiredFps; // Inverse it so we don't have to do array length look-ups in Particle update loops this.alphaData.reverse(); this.autoAlpha = true; } return this; }; /** * A more compact way of setting the scale constraints of the particles. * The rate parameter, if set to a value above zero, lets you set the speed and ease which the Particle uses to change in scale from min to max across both axis. * If rate is zero, which is the default, the particle won't change scale during update, instead it will pick a random scale between min and max on emit. * * @method Phaser.Particles.Arcade.Emitter#setScale * @param {number} [minX=1] - The minimum value of Particle.scale.x. * @param {number} [maxX=1] - The maximum value of Particle.scale.x. * @param {number} [minY=1] - The minimum value of Particle.scale.y. * @param {number} [maxY=1] - The maximum value of Particle.scale.y. * @param {number} [rate=0] - The rate (in ms) at which the particles will change in scale from min to max, or set to zero to pick a random size between the two. * @param {function} [ease=Phaser.Easing.Linear.None] - If you've set a rate > 0 this is the easing formula applied between the min and max values. * @param {boolean} [yoyo=false] - If you've set a rate > 0 you can set if the ease will yoyo or not (i.e. ease back to its original values) * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.setScale = function (minX, maxX, minY, maxY, rate, ease, yoyo) { if (minX === undefined) { minX = 1; } if (maxX === undefined) { maxX = 1; } if (minY === undefined) { minY = 1; } if (maxY === undefined) { maxY = 1; } if (rate === undefined) { rate = 0; } if (ease === undefined) { ease = Phaser.Easing.Linear.None; } if (yoyo === undefined) { yoyo = false; } // Reset these this.minParticleScale = 1; this.maxParticleScale = 1; this._minParticleScale.set(minX, minY); this._maxParticleScale.set(maxX, maxY); this.autoScale = false; if (rate > 0 && ((minX !== maxX) || (minY !== maxY))) { var tweenData = { x: minX, y: minY }; var tween = this.game.make.tween(tweenData).to({ x: maxX, y: maxY }, rate, ease); tween.yoyo(yoyo); this.scaleData = tween.generateData(this.game.time.desiredFps); this.autoScaleFps = this.game.time.desiredFps; // Inverse it so we don't have to do array length look-ups in Particle update loops this.scaleData.reverse(); this.autoScale = true; } return this; }; /** * Sets a radial pattern for emitting particles. * * This is a shorthand for setting {@link #minAngle}, {@link #maxAngle}, {@link #minSpeed}, and {@link #maxSpeed}. * * To remove the radial pattern, use `setAngle(null, null)`. * * @method Phaser.Particles.Arcade.Emitter#setAngle * @param {?number} minAngle - The minimum angle of initial particle velocities, in degrees. * @param {?number} maxAngle - The maximum angle of initial particle velocities, in degrees. * @param {number} [minSpeed] - The minimum initial particle speed. * @param {number} [maxSpeed] - The maximum initial particle speed. * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.setAngle = function (minAngle, maxAngle, minSpeed, maxSpeed) { this.minAngle = minAngle; this.maxAngle = maxAngle; if (minSpeed != null) { this.minSpeed = minSpeed; } if (maxSpeed != null) { this.maxSpeed = maxSpeed; } return this; }; /** * Sets gravity for emitted particles. * * @method Phaser.Particles.Arcade.Emitter#setGravity * @param {number} [x=0] - The horizontal gravity component. * @param {number} [y=0] - The vertical gravity component. * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ Phaser.Particles.Arcade.Emitter.prototype.setGravity = function (x, y) { x = x || 0; y = y || 0; this._gravity.set(x, y); return this; }; /** * Change the emitter's center to match the center of any object with a `center` property, such as an Arcade Body. * If the object doesn't have a `center` property it will be set to the object's anchor-adjusted world position (`object.world`). * * @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. * @return {Phaser.Particles.Arcade.Emitter} This Emitter instance. */ 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); } return this; }; /** * @name Phaser.Particles.Arcade.Emitter#gravity * @property {Phaser.Point} gravity - Sets the `body.gravity` of each particle sprite to this on launch. */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, 'gravity', { get: function () { return this._gravity; }, set: function (value) { if (typeof value === 'number') { this._gravity.y = value; } else { this._gravity = value; } } }); /** * @name Phaser.Particles.Arcade.Emitter#id * @property {number} id - Gets the internal ID that represents this emitter. */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, 'id', { get: function () { return this._id; } }); /** * @name Phaser.Particles.Arcade.Emitter#width * @property {number} width - Gets or sets the width of the Emitter. This is the region in which a particle can be emitted. */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, 'width', { get: function () { return this.area.width; }, set: function (value) { this.area.width = value; } }); /** * @name Phaser.Particles.Arcade.Emitter#height * @property {number} height - Gets or sets the height of the Emitter. This is the region in which a particle can be emitted. */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, 'height', { get: function () { return this.area.height; }, set: function (value) { this.area.height = value; } }); /** * @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.area.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.area.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.area.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.area.height / 2)); } }); /** * @name Phaser.Particles.Arcade.Emitter#output * @property {number} output - The number of particles released per second, after calling {@link #flow}. * @readonly */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, 'output', { get: function () { return 1000 * this._flowQuantity / this.frequency; } }); /** * @name Phaser.Particles.Arcade.Emitter#lifespanOutput * @property {number} lifespanOutput - The number of particles released during one particle's {@link #lifespan}, after calling {@link #flow}. * @readonly */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, 'lifespanOutput', { get: function () { return (this.lifespan === 0 ? Infinity : this.lifespan) * this._flowQuantity / this.frequency; } }); /** * @name Phaser.Particles.Arcade.Emitter#remainder * @property {number} remainder - The expected number of unreleased particles after a flow interval of {@link #lifespan}, after calling {@link #flow}. * @readonly */ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, 'remainder', { get: function () { return this.maxParticles - this.lifespanOutput; } }); /** * The last particle released, if any. * * You should treat this as read-only (and also avoid {@link #next} and {@link #previous}) once the emitter is started. Phaser uses it internally to track particles. * * @name Phaser.Particles.Arcade.Emitter#cursor * @property {?DisplayObject} cursor * @readonly */ // Inherited from Phaser.Group#cursor /** * Advances the cursor to the next particle. * * @method Phaser.Particles.Arcade.Emitter#next * @protected * @return {any} The child the cursor now points to. */ // Inherited from Phaser.Group#next /** * Moves the group cursor to the previous particle. * * @method Phaser.Particles.Arcade.Emitter#previous * @protected * @return {any} The child the cursor now points to. */ // Inherited from Phaser.Group#previous