mirror of
https://github.com/wassname/phaser.git
synced 2026-08-18 12:20:33 +08:00
Fixed a fantastic FrameData bug. Also added support to the Emitter to handle multiple image keys and/or frames.
This commit is contained in:
@@ -1 +1,39 @@
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Phaser.Particles = {}
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Phaser.Particles = function (game) {
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this.emitters = {};
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this.ID = 0;
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};
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Phaser.Particles.prototype = {
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emitters: null,
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add: function (emitter) {
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this.emitters[emitter.name] = emitter;
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return emitter;
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},
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remove: function (emitter) {
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delete this.emitters[emitter.name];
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},
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update: function () {
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for (var key in this.emitters)
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{
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if (this.emitters[key].exists)
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{
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this.emitters[key].update();
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}
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}
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},
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};
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@@ -12,6 +12,8 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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Phaser.Group.call(this, game);
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this.name = 'emitter' + this.game.particles.ID++;
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/**
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* The X position of the top left corner of the emitter in world space.
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*/
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@@ -119,12 +121,16 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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*/
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this.on = false;
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/**
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* Determines whether the emitter is being updated by the core game loop.
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*/
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this.exists = true;
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this.active = true;
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// Needs to be a setter/getter and toggle the _container property
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this.visible = true;
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// The point the particles are emitted from (Emitter.x/y control the container location, i.e. all particles, this controls position within it)
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/**
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* The point the particles are emitted from.
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* Emitter.x and Emitter.y control the containers location, which updates all current particles
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* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
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*/
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this.emitX = 0;
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this.emitY = 0;
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@@ -186,42 +192,42 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
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*
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* @return This Emitter instance (nice for chaining stuff together, if you're into that).
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*/
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Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (key, quantity, multiple, collide) {
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Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide) {
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if (typeof frames == 'undefined')
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{
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frames = 0;
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}
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quantity = quantity || this.maxParticles;
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multiple = multiple || false;
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collide = collide || 0;
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var totalFrames = 1;
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var randomFrame;
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var particle;
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var i = 0;
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var rndKey = keys;
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var rndFrame = 0;
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while (i < quantity)
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{
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if (this.particleClass == null)
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{
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particle = new Phaser.Sprite(this.game, 0, 0, key);
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if (typeof keys == 'object')
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{
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rndKey = this.game.rnd.pick(keys);
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}
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if (typeof frames == 'object')
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{
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rndFrame = this.game.rnd.pick(frames);
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}
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particle = new Phaser.Sprite(this.game, 0, 0, rndKey, rndFrame);
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}
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else
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{
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// particle = new this.particleClass(this.game);
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}
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if (multiple)
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{
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/*
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randomFrame = this.game.math.random()*totalFrames;
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*/
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}
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else
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{
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// if (graphics)
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// {
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// particle.texture.loadImage(graphics);
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// }
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}
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if (collide > 0)
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{
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particle.body.allowCollision.any = true;
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@@ -433,11 +439,47 @@ Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
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*/
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Phaser.Particles.Arcade.Emitter.prototype.at = function (object) {
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//this.x = object.body.bounds.halfWidth - (this.width >> 1);
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//this.y = object.body.bounds.halfHeight - (this.height >> 1);
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this.emitX = object.center.x;
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this.emitY = object.center.y;
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}
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Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "alpha", {
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/**
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* Get the emitter alpha.
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*/
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get: function () {
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return this._container.alpha;
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},
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/**
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* Set the emiter alpha value.
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*/
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set: function (value) {
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this._container.alpha = value;
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}
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});
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Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "visible", {
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/**
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* Get the emitter visible state.
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*/
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get: function () {
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return this._container.visible;
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},
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/**
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* Set the emitter visible state.
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*/
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set: function (value) {
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this._container.visible = value;
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}
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});
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Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "left", {
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get: function () {
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