var __extends = this.__extends || function (d, b) { function __() { this.constructor = d; } __.prototype = b.prototype; d.prototype = new __(); }; /// /// /// var fruitParticle = (function (_super) { __extends(fruitParticle, _super); function fruitParticle(game) { _super.call(this, game); var s = [ 'carrot', 'melon', 'eggplant', 'mushroom', 'pineapple' ]; this.texture.loadImage(game.math.getRandom(s)); } return fruitParticle; })(Phaser.Particle); (function () { var game = new Phaser.Game(this, 'game', 320, 200, init, create); var emitter; function init() { game.load.image('carrot', '../assets/sprites/carrot.png'); game.load.image('melon', '../assets/sprites/melon.png'); game.load.image('eggplant', '../assets/sprites/eggplant.png'); game.load.image('mushroom', '../assets/sprites/mushroom.png'); game.load.image('pineapple', '../assets/sprites/pineapple.png'); game.load.start(); } function create() { emitter = game.add.emitter(game.stage.centerX, 50); emitter.gravity = 100; // Here we tell the emitter to use our customParticle class // The customParticle needs to extend Particle and must take game:Game as the first constructor parameter, otherwise it's free as a bird emitter.particleClass = fruitParticle; emitter.makeParticles(null, 50, false, 0); emitter.start(false, 10, 0.05); } })();