mirror of
https://github.com/wassname/phaser.git
synced 2026-07-08 00:10:32 +08:00
Particle Emitter in and working. Nice and fast, and a lot more flexible than before.
This commit is contained in:
@@ -65,6 +65,7 @@
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<script src="../src/gameobjects/Text.js"></script>
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<script src="../src/gameobjects/Button.js"></script>
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<script src="../src/gameobjects/Graphics.js"></script>
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<script src="../src/gameobjects/RenderTexture.js"></script>
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<script src="../src/system/Canvas.js"></script>
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<script src="../src/system/StageScaleMode.js"></script>
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<script src="../src/system/Device.js"></script>
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@@ -93,3 +94,7 @@
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<script src="../src/physics/arcade/ArcadePhysics.js"></script>
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<script src="../src/physics/arcade/Body.js"></script>
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<script src="../src/particles/Particles.js"></script>
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<script src="../src/particles/arcade/ArcadeParticles.js"></script>
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<script src="../src/particles/arcade/Emitter.js"></script>
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@@ -0,0 +1,66 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
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var p;
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function preload() {
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game.load.image('carrot', 'assets/sprites/carrot.png');
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game.load.image('star', 'assets/misc/star_particle.png');
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game.load.image('diamond', 'assets/sprites/diamond.png');
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game.load.image('dude', 'assets/sprites/phaser-dude.png');
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game.load.image('coke', 'assets/sprites/cokecan.png');
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}
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function create() {
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p = new Phaser.Particles.Arcade.Emitter(game, 200, 100, 500);
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// p.width = 200;
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// p.height = 200;
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p.makeParticles('diamond');
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// Steady constant stream at 250ms delay and 10 seconds lifespan
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// p.start(false, 10000, 250, 100);
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// p.start(true, 10000);
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// explode, lifespan, frequency, quantity
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p.minParticleSpeed.setTo(-100, -100);
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p.maxParticleSpeed.setTo(100, -200);
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p.gravity = 10;
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p.start(false, 3000, 10);
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game.add.tween(p).to({ emitX: 400 }, 1000, Phaser.Easing.Quadratic.InOut, true, 0, 1000, true);
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}
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function update() {
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p.update();
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}
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function render() {
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}
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})();
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</script>
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</body>
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</html>
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@@ -0,0 +1,37 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, render: render });
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function preload() {
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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}
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function create() {
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// var tempSprite = game.add.sprite(game.world.randomX, game.world.randomY, game.rnd.pick(images));
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var renderTexture = new Phaser.RenderTexture(800, 600);
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}
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function render() {
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}
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})();
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</script>
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</body>
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</html>
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@@ -255,6 +255,12 @@ Phaser.Game.prototype = {
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*/
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debug: null,
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/**
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* The Particle Manager
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* @type {Phaser.Particles}
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*/
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particles: null,
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/**
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* Initialize engine sub modules and start the game.
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* @param parent {string} ID of parent Dom element.
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+5
-2
@@ -450,7 +450,10 @@ Phaser.Group.prototype = {
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*/
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getFirstExists: function (state) {
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state = state || true;
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if (typeof state !== 'boolean')
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{
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state = true;
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}
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if (this._container.first._iNext)
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{
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@@ -458,7 +461,7 @@ Phaser.Group.prototype = {
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do
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{
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if (currentNode.exists == state)
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if (currentNode.exists === state)
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{
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return currentNode;
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}
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@@ -0,0 +1,36 @@
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Phaser.RenderTexture = function (game, width, height) {
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// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
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this.exists = true;
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// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
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this.alive = true;
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this.group = null;
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this.name = '';
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this.game = game;
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PIXI.EventTarget.call( this );
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this.width = width || 100;
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this.height = height || 100;
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this.indetityMatrix = PIXI.mat3.create();
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this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
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if (PIXI.gl)
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{
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this.initWebGL();
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}
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else
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{
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this.initCanvas();
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}
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};
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Phaser.RenderTexture.prototype = Phaser.Utils.extend(true, PIXI.RenderTexture.prototype);
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Phaser.RenderTexture.prototype.constructor = Phaser.RenderTexture;
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@@ -19,6 +19,10 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.renderOrderID = -1;
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// If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
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// The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
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this.lifespan = 0;
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if (key)
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{
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PIXI.Sprite.call(this, PIXI.TextureCache[key]);
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@@ -164,6 +168,17 @@ Phaser.Sprite.prototype.update = function() {
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return;
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}
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if (this.lifespan > 0)
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{
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this.lifespan -= this.game.time.elapsed;
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if (this.lifespan <= 0)
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{
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this.kill();
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return;
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}
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}
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this._cache.dirty = false;
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if (this.animations.update())
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@@ -275,14 +290,35 @@ Phaser.Sprite.prototype.update = function() {
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}
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Phaser.Sprite.prototype.revive = function() {
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this.alive = true;
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this.exists = true;
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this.visible = true;
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this.events.onRevived.dispatch(this);
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}
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Phaser.Sprite.prototype.kill = function() {
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this.alive = false;
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this.exists = false;
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this.visible = false;
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this.events.onKilled.dispatch(this);
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}
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Phaser.Sprite.prototype.reset = function(x, y) {
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this.x = x;
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this.y = y;
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this.position.x = x;
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this.position.y = y;
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this.alive = true;
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this.exists = true;
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this.visible = true;
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this._outOfBoundsFired = false;
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this.body.reset();
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}
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@@ -0,0 +1 @@
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Phaser.Particles = {}
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@@ -0,0 +1 @@
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Phaser.Particles.Arcade = {}
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@@ -0,0 +1,471 @@
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/**
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* Phaser - ArcadeEmitter
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*
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* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
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* continuous effects like rain and fire. All it really does is launch Particle objects out
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* at set intervals, and fixes their positions and velocities accorindgly.
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*/
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Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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maxParticles = maxParticles || 50;
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Phaser.Group.call(this, game);
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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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this.x = x;
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/**
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* The Y position of the top left corner of emitter in world space.
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*/
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this.y = y;
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/**
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* The width of the emitter. Particles can be randomly generated from anywhere within this box.
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*/
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this.width = 1;
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/**
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* The height of the emitter. Particles can be randomly generated from anywhere within this box.
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*/
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this.height = 1;
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/**
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* The minimum possible velocity of a particle.
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* The default value is (-100,-100).
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*/
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this.minParticleSpeed = new Phaser.Point(-100, -100);
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/**
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* The maximum possible velocity of a particle.
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* The default value is (100,100).
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*/
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this.maxParticleSpeed = new Phaser.Point(100, 100);
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/**
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* The minimum possible angular velocity of a particle. The default value is -360.
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* NOTE: rotating particles are more expensive to draw than non-rotating ones!
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*/
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this.minRotation = -360;
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/**
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* The maximum possible angular velocity of a particle. The default value is 360.
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* NOTE: rotating particles are more expensive to draw than non-rotating ones!
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*/
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this.maxRotation = 360;
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/**
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* Sets the <code>gravity.y</code> of each particle to this value on launch.
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*/
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this.gravity = 2;
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/**
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* Set your own particle class type here.
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* Default is <code>Particle</code>.
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*/
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this.particleClass = null;
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/**
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* The X and Y drag component of particles launched from the emitter.
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*/
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this.particleDrag = new Phaser.Point();
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/**
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* How often a particle is emitted in ms (if emitter is started with Explode == false).
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*/
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this.frequency = 100;
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/**
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* The total number of particles in this emitter.
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*/
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this.maxParticles = maxParticles;
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/**
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* How long each particle lives once it is emitted in ms. Default is 2 seconds.
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* Set lifespan to 'zero' for particles to live forever.
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*/
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this.lifespan = 2000;
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/**
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* How much each particle should bounce. 1 = full bounce, 0 = no bounce.
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*/
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this.bounce = 0;
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/**
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* Internal helper for deciding how many particles to launch.
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*/
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this._quantity = 0;
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/**
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* Internal helper for deciding when to launch particles or kill them.
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*/
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this._timer = 0;
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/**
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* Internal counter for figuring out how many particles to launch.
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*/
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this._counter = 0;
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/**
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* Internal helper for the style of particle emission (all at once, or one at a time).
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*/
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this._explode = true;
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/**
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* Determines whether the emitter is currently emitting particles.
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* It is totally safe to directly toggle this.
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*/
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this.on = false;
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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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this.emitX = 0;
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this.emitY = 0;
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};
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Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype);
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Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.Emitter;
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/**
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* Called automatically by the game loop, decides when to launch particles and when to "die".
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*/
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Phaser.Particles.Arcade.Emitter.prototype.update = function () {
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if (this.on)
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{
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if (this._explode)
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{
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this._counter = 0;
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do
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{
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this.emitParticle();
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||||
this._counter++;
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}
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while (this._counter < this._quantity);
|
||||
|
||||
this.on = false;
|
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}
|
||||
else
|
||||
{
|
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if (this.game.time.now >= this._timer)
|
||||
{
|
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this.emitParticle();
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|
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this._counter++;
|
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|
||||
if (this._quantity > 0)
|
||||
{
|
||||
if (this._counter >= this._quantity)
|
||||
{
|
||||
this.on = false;
|
||||
}
|
||||
}
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||||
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||||
this._timer = this.game.time.now + this.frequency;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* This function generates a new array of particle sprites to attach to the emitter.
|
||||
*
|
||||
* @param graphics If you opted to not pre-configure an array of Sprite objects, you can simply pass in a particle image or sprite sheet.
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||||
* @param quantity {number} The number of particles to generate when using the "create from image" option.
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* @param multiple {boolean} Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
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||||
* @param collide {number} Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
|
||||
*
|
||||
* @return This Emitter instance (nice for chaining stuff together, if you're into that).
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (key, quantity, multiple, collide) {
|
||||
|
||||
quantity = quantity || this.maxParticles;
|
||||
multiple = multiple || false;
|
||||
collide = collide || 0;
|
||||
|
||||
var totalFrames = 1;
|
||||
var randomFrame;
|
||||
var particle;
|
||||
var i = 0;
|
||||
|
||||
while (i < quantity)
|
||||
{
|
||||
if (this.particleClass == null)
|
||||
{
|
||||
particle = new Phaser.Sprite(this.game, 0, 0, key);
|
||||
}
|
||||
else
|
||||
{
|
||||
// particle = new this.particleClass(this.game);
|
||||
}
|
||||
|
||||
if (multiple)
|
||||
{
|
||||
/*
|
||||
randomFrame = this.game.math.random()*totalFrames;
|
||||
*/
|
||||
}
|
||||
else
|
||||
{
|
||||
// if (graphics)
|
||||
// {
|
||||
// particle.texture.loadImage(graphics);
|
||||
// }
|
||||
}
|
||||
|
||||
if (collide > 0)
|
||||
{
|
||||
particle.body.allowCollision.any = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.body.allowCollision.none = true;
|
||||
}
|
||||
|
||||
particle.exists = false;
|
||||
particle.visible = false;
|
||||
|
||||
// Center the origin for rotation assistance
|
||||
particle.anchor.setTo(0.5, 0.5);
|
||||
|
||||
this.add(particle);
|
||||
|
||||
i++;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Call this function to turn off all the particles and the emitter.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.kill = function () {
|
||||
|
||||
this.on = false;
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
|
||||
* In practice, this is most often called by <code>Object.reset()</code>.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
|
||||
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Call this function to start emitting particles.
|
||||
*
|
||||
* @param explode {boolean} Whether the particles should all burst out at once.
|
||||
* @param lifespan {number} How long each particle lives once emitted. 0 = forever.
|
||||
* @param frequency {number} Ignored if Explode is set to true. Frequency is how often to emit a particle in ms.
|
||||
* @param quantity {number} How many particles to launch. 0 = "all of the particles".
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) {
|
||||
|
||||
if (typeof explode !== 'boolean')
|
||||
{
|
||||
explode = true;
|
||||
}
|
||||
|
||||
lifespan = lifespan || 0;
|
||||
|
||||
// How many ms between emissions?
|
||||
frequency = frequency || 250;
|
||||
|
||||
// Total number of particles to emit
|
||||
quantity = quantity || 0;
|
||||
|
||||
this.revive();
|
||||
|
||||
this.visible = true;
|
||||
this.on = true;
|
||||
|
||||
this._explode = explode;
|
||||
this.lifespan = lifespan;
|
||||
this.frequency = frequency;
|
||||
this._quantity += quantity;
|
||||
|
||||
this._counter = 0;
|
||||
this._timer = this.game.time.now + frequency;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* This function can be used both internally and externally to emit the next particle.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
|
||||
|
||||
var particle = this.getFirstExists(false);
|
||||
|
||||
if (particle == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.width > 1 || this.height > 1)
|
||||
{
|
||||
// particle.reset(this.x - this.game.rnd.integerInRange(this.left, this.right), this.y - this.game.rnd.integerInRange(this.top, this.bottom));
|
||||
particle.reset(this.x - this.game.rnd.integerInRange(this.left, this.right), this.y - this.game.rnd.integerInRange(this.top, this.bottom));
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.reset(this.emitX, this.emitY);
|
||||
}
|
||||
|
||||
particle.lifespan = this.lifespan;
|
||||
|
||||
particle.body.bounce.setTo(this.bounce, this.bounce);
|
||||
|
||||
if (this.minParticleSpeed.x != this.maxParticleSpeed.x)
|
||||
{
|
||||
particle.body.velocity.x = this.game.rnd.integerInRange(this.minParticleSpeed.x, this.maxParticleSpeed.x);
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.body.velocity.x = this.minParticleSpeed.x;
|
||||
}
|
||||
|
||||
if (this.minParticleSpeed.y != this.maxParticleSpeed.y)
|
||||
{
|
||||
particle.body.velocity.y = this.game.rnd.integerInRange(this.minParticleSpeed.y, this.maxParticleSpeed.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.body.velocity.y = this.minParticleSpeed.y;
|
||||
}
|
||||
|
||||
particle.body.gravity.y = this.gravity;
|
||||
|
||||
if (this.minRotation != this.maxRotation)
|
||||
{
|
||||
particle.body.angularVelocity = this.game.rnd.integerInRange(this.minRotation, this.maxRotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.body.angularVelocity = this.minRotation;
|
||||
}
|
||||
|
||||
particle.body.drag.x = this.particleDrag.x;
|
||||
particle.body.drag.y = this.particleDrag.y;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* A more compact way of setting the width and height of the emitter.
|
||||
*
|
||||
* @param width {number} The desired width of the emitter (particles are spawned randomly within these dimensions).
|
||||
* @param height {number} The desired height of the emitter.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
|
||||
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* A more compact way of setting the X velocity range of the emitter.
|
||||
*
|
||||
* @param Min {number} The minimum value for this range.
|
||||
* @param Max {number} The maximum value for this range.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
|
||||
|
||||
min = min || 0;
|
||||
max = max || 0;
|
||||
|
||||
this.minParticleSpeed.x = min;
|
||||
this.maxParticleSpeed.x = max;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* A more compact way of setting the Y velocity range of the emitter.
|
||||
*
|
||||
* @param Min {number} The minimum value for this range.
|
||||
* @param Max {number} The maximum value for this range.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
|
||||
|
||||
min = min || 0;
|
||||
max = max || 0;
|
||||
|
||||
this.minParticleSpeed.y = min;
|
||||
this.maxParticleSpeed.y = max;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* A more compact way of setting the angular velocity constraints of the emitter.
|
||||
*
|
||||
* @param Min {number} The minimum value for this range.
|
||||
* @param Max {number} The maximum value for this range.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
|
||||
|
||||
min = min || 0;
|
||||
max = max || 0;
|
||||
|
||||
this.minRotation = min;
|
||||
this.maxRotation = max;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Change the emitter's midpoint to match the midpoint of a <code>Object</code>.
|
||||
*
|
||||
* @param Object {object} The <code>Object</code> that you want to sync up with.
|
||||
*/
|
||||
Phaser.Particles.Arcade.Emitter.prototype.at = function (object) {
|
||||
|
||||
//this.x = object.body.bounds.halfWidth - (this.width >> 1);
|
||||
//this.y = object.body.bounds.halfHeight - (this.height >> 1);
|
||||
|
||||
}
|
||||
|
||||
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "left", {
|
||||
|
||||
get: function () {
|
||||
return Math.floor(this.x - (this.width / 2));
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "right", {
|
||||
|
||||
get: function () {
|
||||
return Math.floor(this.x + (this.width / 2));
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "top", {
|
||||
|
||||
get: function () {
|
||||
return Math.floor(this.y - (this.height / 2));
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", {
|
||||
|
||||
get: function () {
|
||||
return Math.floor(this.y + (this.height / 2));
|
||||
}
|
||||
|
||||
});
|
||||
@@ -175,6 +175,23 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
|
||||
},
|
||||
|
||||
reset: function () {
|
||||
|
||||
this.velocity = new Phaser.Point;
|
||||
this.acceleration = new Phaser.Point;
|
||||
this.drag = new Phaser.Point;
|
||||
this.gravity = new Phaser.Point;
|
||||
this.bounce = new Phaser.Point;
|
||||
this.maxVelocity = new Phaser.Point(10000, 10000);
|
||||
|
||||
this.angularVelocity = 0;
|
||||
this.angularAcceleration = 0;
|
||||
this.angularDrag = 0;
|
||||
this.maxAngular = 1000;
|
||||
this.mass = 1;
|
||||
|
||||
},
|
||||
|
||||
deltaAbsX: function () {
|
||||
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user