Fixed a fantastic FrameData bug. Also added support to the Emitter to handle multiple image keys and/or frames.

This commit is contained in:
Richard Davey
2013-09-10 11:09:25 +01:00
parent 5d3fe891cd
commit 4f950ae801
10 changed files with 703 additions and 281 deletions
+10 -6
View File
@@ -15,6 +15,7 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
var p;
var p2;
function preload() {
@@ -23,21 +24,27 @@
game.load.image('diamond', 'assets/sprites/diamond.png');
game.load.image('dude', 'assets/sprites/phaser-dude.png');
game.load.image('coke', 'assets/sprites/cokecan.png');
game.load.atlasJSONHash('pixies', 'assets/sprites/pixi_monsters.png', 'assets/sprites/pixi_monsters.json');
game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17);
}
function create() {
p = new Phaser.Particles.Arcade.Emitter(game, 200, 100, 500);
game.stage.backgroundColor = 0x337799;
p = game.add.emitter(200, 100, 50);
// p.width = 200;
// p.height = 200;
p.makeParticles('diamond');
// keys, frames, quantity, collide
// p.makeParticles(['diamond', 'carrot', 'star']);
p.makeParticles('balls', [0,1,2,3,4,5]);
// p.makeParticles('pixies', [0,1,2,3]);
// Steady constant stream at 250ms delay and 10 seconds lifespan
// p.start(false, 10000, 250, 100);
// p.start(true, 10000);
// explode, lifespan, frequency, quantity
@@ -51,9 +58,6 @@
}
function update() {
p.update();
}
function render() {