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Preparing for new release
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/// <reference path="../Game.ts" />
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/// <reference path="Sprite.ts" />
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/**
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* This is a simple particle class that extends the default behavior
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* of <code>Sprite</code> to have slightly more specialized behavior
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* common to many game scenarios. You can override and extend this class
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* just like you would <code>Sprite</code>. While <code>Emitter</code>
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* used to work with just any old sprite, it now requires a
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* <code>Particle</code> based class.
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*
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* @author Adam Atomic
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* @author Richard Davey
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*/
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/**
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* Phaser
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*/
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module Phaser {
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export class Particle extends Sprite {
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/**
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* Instantiate a new particle. Like <code>Sprite</code>, all meaningful creation
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* happens during <code>loadGraphic()</code> or <code>makeGraphic()</code> or whatever.
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*/
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constructor(game: Game) {
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super(game);
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this.lifespan = 0;
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this.friction = 500;
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}
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/**
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* How long this particle lives before it disappears.
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* NOTE: this is a maximum, not a minimum; the object
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* could get recycled before its lifespan is up.
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*/
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public lifespan: number;
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/**
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* Determines how quickly the particles come to rest on the ground.
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* Only used if the particle has gravity-like acceleration applied.
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* @default 500
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*/
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public friction: number;
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/**
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* The particle's main update logic. Basically it checks to see if it should
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* be dead yet, and then has some special bounce behavior if there is some gravity on it.
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*/
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public update() {
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//lifespan behavior
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if (this.lifespan <= 0)
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{
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return;
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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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}
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//simpler bounce/spin behavior for now
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if (this.touching)
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{
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if (this.angularVelocity != 0)
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{
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this.angularVelocity = -this.angularVelocity;
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}
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}
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if (this.acceleration.y > 0) //special behavior for particles with gravity
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{
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if (this.touching & Collision.FLOOR)
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{
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this.drag.x = this.friction;
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if (!(this.wasTouching & Collision.FLOOR))
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{
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if (this.velocity.y < -this.elasticity * 10)
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{
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if (this.angularVelocity != 0)
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{
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this.angularVelocity *= -this.elasticity;
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}
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}
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else
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{
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this.velocity.y = 0;
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this.angularVelocity = 0;
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}
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}
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}
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else
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{
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this.drag.x = 0;
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}
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}
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}
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/**
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* Triggered whenever this object is launched by a <code>Emitter</code>.
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* You can override this to add custom behavior like a sound or AI or something.
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*/
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public onEmit() {
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}
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}
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}
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