Particle Emitter in and working. Nice and fast, and a lot more flexible than before.

This commit is contained in:
Richard Davey
2013-09-10 01:26:50 +01:00
parent 2ba6b4ff67
commit 5d3fe891cd
11 changed files with 681 additions and 2 deletions
+36
View File
@@ -0,0 +1,36 @@
Phaser.RenderTexture = function (game, width, height) {
// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
this.exists = true;
// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
this.alive = true;
this.group = null;
this.name = '';
this.game = game;
PIXI.EventTarget.call( this );
this.width = width || 100;
this.height = height || 100;
this.indetityMatrix = PIXI.mat3.create();
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
if (PIXI.gl)
{
this.initWebGL();
}
else
{
this.initCanvas();
}
};
Phaser.RenderTexture.prototype = Phaser.Utils.extend(true, PIXI.RenderTexture.prototype);
Phaser.RenderTexture.prototype.constructor = Phaser.RenderTexture;