mirror of
https://github.com/wassname/phaser.git
synced 2026-07-14 01:10:16 +08:00
328 lines
13 KiB
JavaScript
328 lines
13 KiB
JavaScript
/// <reference path="../_definitions.ts" />
|
|
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 - ArcadeEmitter
|
|
*
|
|
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
|
|
* continuous effects like rain and fire. All it really does is launch Particle objects out
|
|
* at set intervals, and fixes their positions and velocities accorindgly.
|
|
*/
|
|
var Phaser;
|
|
(function (Phaser) {
|
|
var ArcadeEmitter = (function (_super) {
|
|
__extends(ArcadeEmitter, _super);
|
|
/**
|
|
* Creates a new <code>Emitter</code> object at a specific position.
|
|
* Does NOT automatically generate or attach particles!
|
|
*
|
|
* @param x {number} The X position of the emitter.
|
|
* @param y {number} The Y position of the emitter.
|
|
* @param [size] {number} Specifies a maximum capacity for this emitter.
|
|
*/
|
|
function ArcadeEmitter(game, x, y, size) {
|
|
if (typeof x === "undefined") { x = 0; }
|
|
if (typeof y === "undefined") { y = 0; }
|
|
if (typeof size === "undefined") { size = 0; }
|
|
_super.call(this, game, size);
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
this.width = 0;
|
|
this.height = 0;
|
|
this.minParticleSpeed = new Phaser.Vec2(-100, -100);
|
|
this.maxParticleSpeed = new Phaser.Vec2(100, 100);
|
|
this.minRotation = -360;
|
|
this.maxRotation = 360;
|
|
this.gravity = 0;
|
|
this.particleClass = null;
|
|
this.particleDrag = new Phaser.Vec2();
|
|
this.frequency = 0.1;
|
|
this.lifespan = 3;
|
|
this.bounce = 0;
|
|
this._quantity = 0;
|
|
this._counter = 0;
|
|
this._explode = true;
|
|
this.on = false;
|
|
|
|
this.exists = true;
|
|
this.active = true;
|
|
this.visible = true;
|
|
}
|
|
/**
|
|
* Clean up memory.
|
|
*/
|
|
ArcadeEmitter.prototype.destroy = function () {
|
|
this.minParticleSpeed = null;
|
|
this.maxParticleSpeed = null;
|
|
this.particleDrag = null;
|
|
this.particleClass = null;
|
|
this._point = null;
|
|
_super.prototype.destroy.call(this);
|
|
};
|
|
|
|
/**
|
|
* 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).
|
|
*/
|
|
ArcadeEmitter.prototype.makeParticles = function (graphics, quantity, multiple, collide) {
|
|
if (typeof quantity === "undefined") { quantity = 50; }
|
|
if (typeof multiple === "undefined") { multiple = false; }
|
|
if (typeof collide === "undefined") { collide = 0; }
|
|
this.maxSize = quantity;
|
|
|
|
var totalFrames = 1;
|
|
|
|
/*
|
|
if(Multiple)
|
|
{
|
|
var sprite:Sprite = new Sprite(this.game);
|
|
sprite.loadGraphic(Graphics,true);
|
|
totalFrames = sprite.frames;
|
|
sprite.destroy();
|
|
}
|
|
*/
|
|
var randomFrame;
|
|
var particle;
|
|
var i = 0;
|
|
|
|
while (i < quantity) {
|
|
if (this.particleClass == null) {
|
|
particle = new Phaser.ArcadeParticle(this.game);
|
|
} 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.allowCollisions = Types.ANY;
|
|
particle.body.type = Phaser.Types.BODY_DYNAMIC;
|
|
particle.width *= collide;
|
|
particle.height *= collide;
|
|
} else {
|
|
//particle.body.allowCollisions = Types.NONE;
|
|
}
|
|
|
|
particle.exists = false;
|
|
|
|
// Center the origin for rotation assistance
|
|
//particle.transform.origin.setTo(particle.body.bounds.halfWidth, particle.body.bounds.halfHeight);
|
|
this.add(particle);
|
|
|
|
i++;
|
|
}
|
|
|
|
return this;
|
|
};
|
|
|
|
ArcadeEmitter.prototype.preUpdate = function () {
|
|
};
|
|
ArcadeEmitter.prototype.postUpdate = function () {
|
|
};
|
|
|
|
/**
|
|
* Called automatically by the game loop, decides when to launch particles and when to "die".
|
|
*/
|
|
ArcadeEmitter.prototype.update = function () {
|
|
if (this.on) {
|
|
if (this._explode) {
|
|
this.on = false;
|
|
|
|
var i = 0;
|
|
var l = this._quantity;
|
|
|
|
if ((l <= 0) || (l > this.length)) {
|
|
l = this.length;
|
|
}
|
|
|
|
while (i < l) {
|
|
this.emitParticle();
|
|
i++;
|
|
}
|
|
|
|
this._quantity = 0;
|
|
} else {
|
|
this._timer += this.game.time.elapsed;
|
|
|
|
while ((this.frequency > 0) && (this._timer > this.frequency) && this.on) {
|
|
this._timer -= this.frequency;
|
|
this.emitParticle();
|
|
|
|
if ((this._quantity > 0) && (++this._counter >= this._quantity)) {
|
|
this.on = false;
|
|
this._quantity = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
_super.prototype.update.call(this);
|
|
};
|
|
|
|
/**
|
|
* Call this function to turn off all the particles and the emitter.
|
|
*/
|
|
ArcadeEmitter.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 <code>Object.reset()</code>.
|
|
*/
|
|
ArcadeEmitter.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. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds.
|
|
* @param quantity {number} How many particles to launch. 0 = "all of the particles".
|
|
*/
|
|
ArcadeEmitter.prototype.start = function (explode, lifespan, frequency, quantity) {
|
|
if (typeof explode === "undefined") { explode = true; }
|
|
if (typeof lifespan === "undefined") { lifespan = 0; }
|
|
if (typeof frequency === "undefined") { frequency = 0.1; }
|
|
if (typeof quantity === "undefined") { 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 = 0;
|
|
};
|
|
|
|
/**
|
|
* This function can be used both internally and externally to emit the next particle.
|
|
*/
|
|
ArcadeEmitter.prototype.emitParticle = function () {
|
|
var particle = this.recycle(Phaser.ArcadeParticle);
|
|
|
|
particle.lifespan = this.lifespan;
|
|
|
|
//particle.body.bounce.setTo(this.bounce, this.bounce);
|
|
Phaser.SpriteUtils.reset(particle, this.x - (particle.width >> 1) + this.game.rnd.integer * this.width, this.y - (particle.height >> 1) + this.game.rnd.integer * this.height);
|
|
particle.visible = true;
|
|
|
|
if (this.minParticleSpeed.x != this.maxParticleSpeed.x) {
|
|
particle.body.velocity.x = this.minParticleSpeed.x + this.game.rnd.integer * (this.maxParticleSpeed.x - this.minParticleSpeed.x);
|
|
} else {
|
|
particle.body.velocity.x = this.minParticleSpeed.x;
|
|
}
|
|
|
|
if (this.minParticleSpeed.y != this.maxParticleSpeed.y) {
|
|
particle.body.velocity.y = this.minParticleSpeed.y + this.game.rnd.integer * (this.maxParticleSpeed.y - this.minParticleSpeed.y);
|
|
} else {
|
|
particle.body.velocity.y = this.minParticleSpeed.y;
|
|
}
|
|
|
|
if (this.minRotation != this.maxRotation && this.minRotation !== 0 && this.maxRotation !== 0) {
|
|
particle.body.angularVelocity = this.minRotation + this.game.rnd.integer * (this.maxRotation - this.minRotation);
|
|
} else {
|
|
particle.body.angularVelocity = this.minRotation;
|
|
}
|
|
|
|
if (particle.body.angularVelocity != 0) {
|
|
particle.rotation = this.game.rnd.integer * 360 - 180;
|
|
}
|
|
|
|
//particle.body.drag.x = this.particleDrag.x;
|
|
//particle.body.drag.y = this.particleDrag.y;
|
|
particle.onEmit();
|
|
};
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
ArcadeEmitter.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.
|
|
*/
|
|
ArcadeEmitter.prototype.setXSpeed = function (min, max) {
|
|
if (typeof min === "undefined") { min = 0; }
|
|
if (typeof max === "undefined") { 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.
|
|
*/
|
|
ArcadeEmitter.prototype.setYSpeed = function (min, max) {
|
|
if (typeof min === "undefined") { min = 0; }
|
|
if (typeof max === "undefined") { 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.
|
|
*/
|
|
ArcadeEmitter.prototype.setRotation = function (min, max) {
|
|
if (typeof min === "undefined") { min = 0; }
|
|
if (typeof max === "undefined") { max = 0; }
|
|
this.minRotation = min;
|
|
this.maxRotation = max;
|
|
};
|
|
|
|
/**
|
|
* Change the emitter's midpoint to match the midpoint of a <code>Object</code>.
|
|
*
|
|
* @param Object {object} The <code>Object</code> that you want to sync up with.
|
|
*/
|
|
ArcadeEmitter.prototype.at = function (object) {
|
|
//this.x = object.body.bounds.halfWidth - (this.width >> 1);
|
|
//this.y = object.body.bounds.halfHeight - (this.height >> 1);
|
|
};
|
|
return ArcadeEmitter;
|
|
})(Phaser.Group);
|
|
Phaser.ArcadeEmitter = ArcadeEmitter;
|
|
})(Phaser || (Phaser = {}));
|