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53 lines
1.7 KiB
JavaScript
53 lines
1.7 KiB
JavaScript
/// <reference path="../_definitions.ts" />
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var __extends = this.__extends || function (d, b) {
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for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
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function __() { this.constructor = d; }
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__.prototype = b.prototype;
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d.prototype = new __();
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};
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/**
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* Phaser - ArcadeParticle
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*
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* This is a simple particle class that extends a Sprite to have a slightly more
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* specialised behaviour. It is used exclusively by the Emitter class and can be extended as required.
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*/
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var Phaser;
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(function (Phaser) {
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var ArcadeParticle = (function (_super) {
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__extends(ArcadeParticle, _super);
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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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function ArcadeParticle(game) {
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_super.call(this, game);
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this.body.type = Phaser.Types.BODY_DYNAMIC;
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this.lifespan = 0;
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}
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/**
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* The particle's main update logic. Basically it checks to see if it should be dead yet.
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*/
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ArcadeParticle.prototype.update = function () {
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if (this.lifespan <= 0) {
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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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this.kill();
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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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ArcadeParticle.prototype.onEmit = function () {
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};
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return ArcadeParticle;
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})(Phaser.Sprite);
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Phaser.ArcadeParticle = ArcadeParticle;
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})(Phaser || (Phaser = {}));
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