diff --git a/examples/js.php b/examples/js.php index f307d168..eacb21e1 100644 --- a/examples/js.php +++ b/examples/js.php @@ -65,6 +65,7 @@ + @@ -93,3 +94,7 @@ + + + + diff --git a/examples/particles.php b/examples/particles.php new file mode 100644 index 00000000..40d86793 --- /dev/null +++ b/examples/particles.php @@ -0,0 +1,66 @@ + + +
+gravity.y of each particle to this value on launch.
+ */
+ this.gravity = 2;
+
+ /**
+ * Set your own particle class type here.
+ * Default is Particle.
+ */
+ this.particleClass = null;
+
+ /**
+ * The X and Y drag component of particles launched from the emitter.
+ */
+ this.particleDrag = new Phaser.Point();
+
+ /**
+ * How often a particle is emitted in ms (if emitter is started with Explode == false).
+ */
+ this.frequency = 100;
+
+ /**
+ * The total number of particles in this emitter.
+ */
+ this.maxParticles = maxParticles;
+
+ /**
+ * How long each particle lives once it is emitted in ms. Default is 2 seconds.
+ * Set lifespan to 'zero' for particles to live forever.
+ */
+ this.lifespan = 2000;
+
+ /**
+ * How much each particle should bounce. 1 = full bounce, 0 = no bounce.
+ */
+ this.bounce = 0;
+
+ /**
+ * Internal helper for deciding how many particles to launch.
+ */
+ this._quantity = 0;
+
+ /**
+ * Internal helper for deciding when to launch particles or kill them.
+ */
+ this._timer = 0;
+
+ /**
+ * Internal counter for figuring out how many particles to launch.
+ */
+ this._counter = 0;
+
+ /**
+ * Internal helper for the style of particle emission (all at once, or one at a time).
+ */
+ this._explode = true;
+
+ /**
+ * Determines whether the emitter is currently emitting particles.
+ * It is totally safe to directly toggle this.
+ */
+ this.on = false;
+
+ this.exists = true;
+ this.active = true;
+ // Needs to be a setter/getter and toggle the _container property
+ this.visible = true;
+
+ // The point the particles are emitted from (Emitter.x/y control the container location, i.e. all particles, this controls position within it)
+ this.emitX = 0;
+ this.emitY = 0;
+
+};
+
+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".
+ */
+Phaser.Particles.Arcade.Emitter.prototype.update = function () {
+
+ if (this.on)
+ {
+ if (this._explode)
+ {
+ this._counter = 0;
+
+ do
+ {
+ this.emitParticle();
+ this._counter++;
+ }
+ while (this._counter < this._quantity);
+
+ this.on = false;
+ }
+ else
+ {
+ if (this.game.time.now >= this._timer)
+ {
+ this.emitParticle();
+
+ this._counter++;
+
+ if (this._quantity > 0)
+ {
+ if (this._counter >= this._quantity)
+ {
+ this.on = false;
+ }
+ }
+
+ 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.
+ * @param quantity {number} The number of particles to generate when using the "create from image" option.
+ * @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!).
+ * @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 Object.reset().
+ */
+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 Object.
+ *
+ * @param Object {object} The Object 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));
+ }
+
+});
diff --git a/src/physics/arcade/Body.js b/src/physics/arcade/Body.js
index a320404b..4cfbd1e2 100644
--- a/src/physics/arcade/Body.js
+++ b/src/physics/arcade/Body.js
@@ -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());
},