pixi-dust
Version:
Particle Effects for Pixi.js
212 lines (174 loc) • 6.71 kB
JavaScript
export default class Dust {
constructor (renderingEngine = PIXI) {
if (renderingEngine === undefined) throw new Error('Please assign a rendering engine in the constructor before using pixiDust.js')
// Find out which rendering engine is being used (the default is Pixi)
this.renderer = ''
// If the `renderingEngine` is Pixi, set up Pixi object aliases
if (renderingEngine.particles.ParticleContainer) {
this.Container = renderingEngine.Container
this.renderer = 'pixi'
}
// The `particles` array stores all the particles you make
this.globalParticles = []
}
// Random number functions
randomFloat (min, max) {
return min + Math.random() * (max - min)
}
randomInt (min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min
}
// Use the create function to create new particle effects
create (
x = 0,
y = 0,
spriteFunction = () => console.log('Sprite creation function'),
container = () => new this.Container(),
numberOfParticles = 20,
gravity = 0,
randomSpacing = true,
minAngle = 0, maxAngle = 6.28,
minSize = 4, maxSize = 16,
minSpeed = 0.3, maxSpeed = 3,
minScaleSpeed = 0.01, maxScaleSpeed = 0.05,
minAlphaSpeed = 0.02, maxAlphaSpeed = 0.02,
minRotationSpeed = 0.01, maxRotationSpeed = 0.03
) {
// An array to store the curent batch of particles
const particles = []
// Add the current `particles` array to the `globalParticles` array
this.globalParticles.push(particles)
// An array to store the angles
const angles = []
// A variable to store the current particle's angle
let angle
// Figure out by how many radians each particle should be separated
const spacing = (maxAngle - minAngle) / (numberOfParticles - 1)
// Create an angle value for each particle and push that //value into the `angles` array
for (let i = 0; i < numberOfParticles; i++) {
// If `randomSpacing` is `true`, give the particle any angle
// value between `minAngle` and `maxAngle`
if (randomSpacing) {
angle = this.randomFloat(minAngle, maxAngle)
angles.push(angle)
}
// If `randomSpacing` is `false`, space each particle evenly,
// starting with the `minAngle` and ending with the `maxAngle`
else {
if (angle === undefined) angle = minAngle
angles.push(angle)
angle += spacing
}
}
// A function to make particles
const makeParticle = (angle) => {
// Create the particle using the supplied sprite function
const particle = spriteFunction()
// Display a random frame if the particle has more than 1 frame
if (particle.totalFrames > 0) {
particle.gotoAndStop(this.randomInt(0, particle.totalFrames - 1))
}
// Set a random width and height
const size = this.randomInt(minSize, maxSize)
particle.width = size
particle.height = size
// Set the particle's `anchor` to its center
particle.anchor.set(0.5, 0.5)
// Set the x and y position
particle.x = x
particle.y = y
// Set a random speed to change the scale, alpha and rotation
particle.scaleSpeed = this.randomFloat(minScaleSpeed, maxScaleSpeed)
particle.alphaSpeed = this.randomFloat(minAlphaSpeed, maxAlphaSpeed)
particle.rotationSpeed = this.randomFloat(minRotationSpeed, maxRotationSpeed)
// Set a random velocity at which the particle should move
const speed = this.randomFloat(minSpeed, maxSpeed)
particle.vx = speed * Math.cos(angle)
particle.vy = speed * Math.sin(angle)
// Push the particle into the `particles` array.
// The `particles` array needs to be updated by the game loop each frame particles.push(particle);
particles.push(particle)
// Add the particle to its parent container
container.addChild(particle)
// The particle's `updateParticle` method is called on each frame of the
// game loop
particle.updateParticle = () => {
// Add gravity
particle.vy += gravity
// Move the particle
particle.x += particle.vx
particle.y += particle.vy
// Change the particle's `scale`
if (particle.scale.x - particle.scaleSpeed > 0) {
particle.scale.x -= particle.scaleSpeed
}
if (particle.scale.y - particle.scaleSpeed > 0) {
particle.scale.y -= particle.scaleSpeed
}
// Change the particle's rotation
particle.rotation += particle.rotationSpeed
// Change the particle's `alpha`
particle.alpha -= particle.alphaSpeed
// Remove the particle if its `alpha` reaches zero
if (particle.alpha <= 0) {
container.removeChild(particle)
particles.splice(particles.indexOf(particle), 1)
}
}
}
// Make a particle for each angle
angles.forEach(angle => makeParticle(angle))
// Return the `particles` array back to the main program
return particles
}
// A particle emitter
emitter (interval, particleFunction) {
let emitterObject = {}
let timerInterval
emitterObject.playing = false
function play () {
if (!emitterObject.playing) {
particleFunction()
timerInterval = setInterval(emitParticle.bind(this), interval)
emitterObject.playing = true
}
}
function stop () {
if (emitterObject.playing) {
clearInterval(timerInterval)
emitterObject.playing = false
}
}
function emitParticle () {
particleFunction()
}
emitterObject.play = play
emitterObject.stop = stop
return emitterObject
}
// A function to update the particles in the game loop
update () {
// Check so see if the `globalParticles` array contains any
// sub-arrays
if (this.globalParticles.length > 0) {
// If it does, Loop through the particle arrays in reverse
for (let i = this.globalParticles.length - 1; i >= 0; i--) {
// Get the current particle sub-array
const particles = this.globalParticles[i]
// Loop through the `particles` sub-array and update the
// all the particle sprites that it contains
if (particles.length > 0) {
for (let j = particles.length - 1; j >= 0; j--) {
const particle = particles[j]
particle.updateParticle()
}
}
// Remove the particle array from the `globalParticles` array if doesn't
// contain any more sprites
else {
this.globalParticles.splice(this.globalParticles.indexOf(particles), 1)
}
}
}
}
}