/// var __extends = this.__extends || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; function __() { this.constructor = d; } __.prototype = b.prototype; d.prototype = new __(); }; /** * Phaser - ArcadeParticle * * This is a simple particle class that extends a Sprite to have a slightly more * specialised behaviour. It is used exclusively by the Emitter class and can be extended as required. */ var Phaser; (function (Phaser) { var ArcadeParticle = (function (_super) { __extends(ArcadeParticle, _super); /** * Instantiate a new particle. Like Sprite, all meaningful creation * happens during loadGraphic() or makeGraphic() or whatever. */ function ArcadeParticle(game) { _super.call(this, game); this.body.type = Phaser.Types.BODY_DYNAMIC; this.lifespan = 0; } /** * The particle's main update logic. Basically it checks to see if it should be dead yet. */ ArcadeParticle.prototype.update = function () { if (this.lifespan <= 0) { return; } this.lifespan -= this.game.time.elapsed; if (this.lifespan <= 0) { this.kill(); } }; /** * Triggered whenever this object is launched by a Emitter. * You can override this to add custom behavior like a sound or AI or something. */ ArcadeParticle.prototype.onEmit = function () { }; return ArcadeParticle; })(Phaser.Sprite); Phaser.ArcadeParticle = ArcadeParticle; })(Phaser || (Phaser = {}));