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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
1156 lines
28 KiB
HTML
1156 lines
28 KiB
HTML
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<h1 class="page-title">Source: particles/arcade/Emitter.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser - ArcadeEmitter
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*
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* @class Phaser.Particles.Arcade.Emitter
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* @classdesc Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
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* continuous effects like rain and fire. All it really does is launch Particle objects out
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* at set intervals, and fixes their positions and velocities accorindgly.
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* @constructor
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* @extends Phaser.Group
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
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* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
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* @param {number} [maxParticles=50] - The total number of particles in this emitter..
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*/
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Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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/**
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* @property {number} maxParticles - The total number of particles in this emitter..
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* @default
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*/
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this.maxParticles = maxParticles || 50;
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Phaser.Group.call(this, game);
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/**
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* @property {string} name - Description.
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*/
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this.name = 'emitter' + this.game.particles.ID++;
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/**
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* @property {number} type - Internal Phaser Type value.
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* @protected
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*/
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this.type = Phaser.EMITTER;
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/**
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* @property {number} x - The X position of the top left corner of the emitter in world space.
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* @default
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*/
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this.x = 0;
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/**
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* @property {number} y - The Y position of the top left corner of emitter in world space.
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* @default
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*/
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this.y = 0;
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/**
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* @property {number} width - The width of the emitter. Particles can be randomly generated from anywhere within this box.
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* @default
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*/
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this.width = 1;
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/**
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* @property {number} height - The height of the emitter. Particles can be randomly generated from anywhere within this box.
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* @default
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*/
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this.height = 1;
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/**
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* @property {Phaser.Point} minParticleSpeed - The minimum possible velocity of a particle.
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* @default
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*/
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this.minParticleSpeed = new Phaser.Point(-100, -100);
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/**
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* @property {Phaser.Point} maxParticleSpeed - The maximum possible velocity of a particle.
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* @default
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*/
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this.maxParticleSpeed = new Phaser.Point(100, 100);
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/**
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* @property {number} minParticleScale - The minimum possible scale of a particle.
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* @default
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*/
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this.minParticleScale = 1;
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/**
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* @property {number} maxParticleScale - The maximum possible scale of a particle.
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* @default
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*/
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this.maxParticleScale = 1;
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/**
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* @property {number} minRotation - The minimum possible angular velocity of a particle.
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* @default
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*/
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this.minRotation = -360;
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/**
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* @property {number} maxRotation - The maximum possible angular velocity of a particle.
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* @default
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*/
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this.maxRotation = 360;
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/**
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* @property {number} gravity - Sets the `body.gravity.y` of each particle sprite to this value on launch.
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* @default
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*/
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this.gravity = 100;
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/**
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* @property {any} particleClass - For emitting your own particle class types.
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* @default
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*/
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this.particleClass = null;
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/**
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* @property {number} particleFriction - The friction component of particles launched from the emitter.
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* @default
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*/
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this.particleFriction = 0;
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/**
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* @property {number} angularDrag - The angular drag component of particles launched from the emitter if they are rotating.
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* @default
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*/
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this.angularDrag = 0;
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/**
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* @property {boolean} frequency - How often a particle is emitted in ms (if emitter is started with Explode === false).
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* @default
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*/
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this.frequency = 100;
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/**
|
|
* @property {number} lifespan - How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles to live forever.
|
|
* @default
|
|
*/
|
|
this.lifespan = 2000;
|
|
|
|
/**
|
|
* @property {Phaser.Point} bounce - How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
|
|
*/
|
|
this.bounce = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {number} _quantity - Internal helper for deciding how many particles to launch.
|
|
* @private
|
|
*/
|
|
this._quantity = 0;
|
|
|
|
/**
|
|
* @property {number} _timer - Internal helper for deciding when to launch particles or kill them.
|
|
* @private
|
|
*/
|
|
this._timer = 0;
|
|
|
|
/**
|
|
* @property {number} _counter - Internal counter for figuring out how many particles to launch.
|
|
* @private
|
|
*/
|
|
this._counter = 0;
|
|
|
|
/**
|
|
* @property {boolean} _explode - Internal helper for the style of particle emission (all at once, or one at a time).
|
|
* @private
|
|
*/
|
|
this._explode = true;
|
|
|
|
/**
|
|
* @property {boolean} on - Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.
|
|
* @default
|
|
*/
|
|
this.on = false;
|
|
|
|
/**
|
|
* @property {boolean} exists - Determines whether the emitter is being updated by the core game loop.
|
|
* @default
|
|
*/
|
|
this.exists = true;
|
|
|
|
/**
|
|
* The point the particles are emitted from.
|
|
* Emitter.x and Emitter.y control the containers location, which updates all current particles
|
|
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
|
|
* @property {boolean} emitX
|
|
*/
|
|
this.emitX = x;
|
|
|
|
/**
|
|
* The point the particles are emitted from.
|
|
* Emitter.x and Emitter.y control the containers location, which updates all current particles
|
|
* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
|
|
* @property {boolean} emitY
|
|
*/
|
|
this.emitY = y;
|
|
|
|
};
|
|
|
|
Phaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype);
|
|
Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.Emitter;
|
|
|
|
/**
|
|
* Called automatically by the game loop, decides when to launch particles and when to "die".
|
|
* @method Phaser.Particles.Arcade.Emitter#update
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.prototype.update = function () {
|
|
|
|
if (this.on)
|
|
{
|
|
if (this._explode)
|
|
{
|
|
this._counter = 0;
|
|
|
|
do
|
|
{
|
|
this.emitParticle();
|
|
this._counter++;
|
|
}
|
|
while (this._counter < this._quantity);
|
|
|
|
this.on = false;
|
|
}
|
|
else
|
|
{
|
|
if (this.game.time.now >= this._timer)
|
|
{
|
|
this.emitParticle();
|
|
|
|
this._counter++;
|
|
|
|
if (this._quantity > 0)
|
|
{
|
|
if (this._counter >= this._quantity)
|
|
{
|
|
this.on = false;
|
|
}
|
|
}
|
|
|
|
this._timer = this.game.time.now + this.frequency;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* This function generates a new array of particle sprites to attach to the emitter.
|
|
*
|
|
* @method Phaser.Particles.Arcade.Emitter#makeParticles
|
|
* @param {array|string} keys - A string or an array of strings that the particle sprites will use as their texture. If an array one is picked at random.
|
|
* @param {array|number} frames - A frame number, or array of frames that the sprite will use. If an array one is picked at random.
|
|
* @param {number} quantity - The number of particles to generate.
|
|
* @param {boolean} [collide=false] - Sets the checkCollision.none flag on the particle sprites body.
|
|
* @param {boolean} [collideWorldBounds=false] - A particle can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
|
|
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide, collideWorldBounds) {
|
|
|
|
if (typeof frames === 'undefined') { frames = 0; }
|
|
if (typeof quantity === 'undefined') { quantity = this.maxParticles; }
|
|
if (typeof collide === 'undefined') { collide = false; }
|
|
if (typeof collideWorldBounds === 'undefined') { collideWorldBounds = false; }
|
|
|
|
var particle;
|
|
var i = 0;
|
|
var rndKey = keys;
|
|
var rndFrame = frames;
|
|
|
|
while (i < quantity)
|
|
{
|
|
if (this.particleClass === null)
|
|
{
|
|
if (typeof keys === 'object')
|
|
{
|
|
rndKey = this.game.rnd.pick(keys);
|
|
}
|
|
|
|
if (typeof frames === 'object')
|
|
{
|
|
rndFrame = this.game.rnd.pick(frames);
|
|
}
|
|
|
|
particle = new Phaser.Sprite(this.game, 0, 0, rndKey, rndFrame);
|
|
}
|
|
// else
|
|
// {
|
|
// particle = new this.particleClass(this.game);
|
|
// }
|
|
|
|
if (collide)
|
|
{
|
|
particle.body.checkCollision.any = true;
|
|
particle.body.checkCollision.none = false;
|
|
}
|
|
else
|
|
{
|
|
particle.body.checkCollision.none = true;
|
|
}
|
|
|
|
particle.body.collideWorldBounds = collideWorldBounds;
|
|
|
|
particle.exists = false;
|
|
particle.visible = false;
|
|
|
|
// Center the origin for rotation assistance
|
|
particle.anchor.setTo(0.5, 0.5);
|
|
|
|
this.add(particle);
|
|
|
|
i++;
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
/**
|
|
* Call this function to turn off all the particles and the emitter.
|
|
* @method Phaser.Particles.Arcade.Emitter#kill
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.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.
|
|
* @method Phaser.Particles.Arcade.Emitter#revive
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
|
|
|
|
this.alive = true;
|
|
this.exists = true;
|
|
|
|
}
|
|
|
|
/**
|
|
* Call this function to start emitting particles.
|
|
* @method Phaser.Particles.Arcade.Emitter#start
|
|
* @param {boolean} [explode=true] - Whether the particles should all burst out at once.
|
|
* @param {number} [lifespan=0] - How long each particle lives once emitted. 0 = forever.
|
|
* @param {number} [frequency=250] - Ignored if Explode is set to true. Frequency is how often to emit a particle in ms.
|
|
* @param {number} [quantity=0] - How many particles to launch. 0 = "all of the particles".
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity) {
|
|
|
|
if (typeof explode === 'undefined') { explode = true; }
|
|
if (typeof lifespan === 'undefined') { lifespan = 0; }
|
|
if (typeof frequency === 'undefined') { frequency = 250; }
|
|
if (typeof quantity === 'undefined') { quantity = 0; }
|
|
|
|
this.revive();
|
|
|
|
this.visible = true;
|
|
this.on = true;
|
|
|
|
this._explode = explode;
|
|
this.lifespan = lifespan;
|
|
this.frequency = frequency;
|
|
|
|
if (explode)
|
|
{
|
|
this._quantity = quantity;
|
|
}
|
|
else
|
|
{
|
|
this._quantity += quantity;
|
|
}
|
|
|
|
this._counter = 0;
|
|
this._timer = this.game.time.now + frequency;
|
|
|
|
}
|
|
|
|
/**
|
|
* This function can be used both internally and externally to emit the next particle.
|
|
* @method Phaser.Particles.Arcade.Emitter#emitParticle
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
|
|
|
|
var particle = this.getFirstExists(false);
|
|
|
|
if (particle == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.width > 1 || this.height > 1)
|
|
{
|
|
particle.reset(this.game.rnd.integerInRange(this.left, this.right), this.game.rnd.integerInRange(this.top, this.bottom));
|
|
}
|
|
else
|
|
{
|
|
particle.reset(this.emitX, this.emitY);
|
|
}
|
|
|
|
particle.lifespan = this.lifespan;
|
|
|
|
particle.body.bounce.setTo(this.bounce.x, this.bounce.y);
|
|
|
|
if (this.minParticleSpeed.x != this.maxParticleSpeed.x)
|
|
{
|
|
particle.body.velocity.x = this.game.rnd.integerInRange(this.minParticleSpeed.x, this.maxParticleSpeed.x);
|
|
}
|
|
else
|
|
{
|
|
particle.body.velocity.x = this.minParticleSpeed.x;
|
|
}
|
|
|
|
if (this.minParticleSpeed.y != this.maxParticleSpeed.y)
|
|
{
|
|
particle.body.velocity.y = this.game.rnd.integerInRange(this.minParticleSpeed.y, this.maxParticleSpeed.y);
|
|
}
|
|
else
|
|
{
|
|
particle.body.velocity.y = this.minParticleSpeed.y;
|
|
}
|
|
|
|
particle.body.gravity.y = this.gravity;
|
|
|
|
if (this.minRotation != this.maxRotation)
|
|
{
|
|
particle.body.angularVelocity = this.game.rnd.integerInRange(this.minRotation, this.maxRotation);
|
|
}
|
|
else
|
|
{
|
|
particle.body.angularVelocity = this.minRotation;
|
|
}
|
|
|
|
if (this.minParticleScale !== 1 || this.maxParticleScale !== 1)
|
|
{
|
|
var scale = this.game.rnd.realInRange(this.minParticleScale, this.maxParticleScale);
|
|
particle.scale.setTo(scale, scale);
|
|
}
|
|
|
|
particle.body.friction = this.particleFriction;
|
|
particle.body.angularDrag = this.angularDrag;
|
|
|
|
}
|
|
|
|
/**
|
|
* A more compact way of setting the width and height of the emitter.
|
|
* @method Phaser.Particles.Arcade.Emitter#setSize
|
|
* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).
|
|
* @param {number} height - The desired height of the emitter.
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
|
|
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
}
|
|
|
|
/**
|
|
* A more compact way of setting the X velocity range of the emitter.
|
|
* @method Phaser.Particles.Arcade.Emitter#setXSpeed
|
|
* @param {number} [min=0] - The minimum value for this range.
|
|
* @param {number} [max=0] - The maximum value for this range.
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
|
|
|
|
min = min || 0;
|
|
max = max || 0;
|
|
|
|
this.minParticleSpeed.x = min;
|
|
this.maxParticleSpeed.x = max;
|
|
|
|
}
|
|
|
|
/**
|
|
* A more compact way of setting the Y velocity range of the emitter.
|
|
* @method Phaser.Particles.Arcade.Emitter#setYSpeed
|
|
* @param {number} [min=0] - The minimum value for this range.
|
|
* @param {number} [max=0] - The maximum value for this range.
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
|
|
|
|
min = min || 0;
|
|
max = max || 0;
|
|
|
|
this.minParticleSpeed.y = min;
|
|
this.maxParticleSpeed.y = max;
|
|
|
|
}
|
|
|
|
/**
|
|
* A more compact way of setting the angular velocity constraints of the emitter.
|
|
* @method Phaser.Particles.Arcade.Emitter#setRotation
|
|
* @param {number} [min=0] - The minimum value for this range.
|
|
* @param {number} [max=0] - The maximum value for this range.
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
|
|
|
|
min = min || 0;
|
|
max = max || 0;
|
|
|
|
this.minRotation = min;
|
|
this.maxRotation = max;
|
|
|
|
}
|
|
|
|
/**
|
|
* Change the emitters center to match the center of any object with a `center` property, such as a Sprite.
|
|
* @method Phaser.Particles.Arcade.Emitter#at
|
|
* @param {object|Phaser.Sprite} object - The object that you wish to match the center with.
|
|
*/
|
|
Phaser.Particles.Arcade.Emitter.prototype.at = function (object) {
|
|
|
|
if (object.center)
|
|
{
|
|
this.emitX = object.center.x;
|
|
this.emitY = object.center.y;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* The emitters alpha value.
|
|
* @name Phaser.Particles.Arcade.Emitter#alpha
|
|
* @property {number} alpha - Gets or sets the alpha value of the Emitter.
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "alpha", {
|
|
|
|
get: function () {
|
|
return this._container.alpha;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._container.alpha = value;
|
|
}
|
|
|
|
});
|
|
*/
|
|
|
|
/**
|
|
* The emitter visible state.
|
|
* @name Phaser.Particles.Arcade.Emitter#visible
|
|
* @property {boolean} visible - Gets or sets the Emitter visible state.
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "visible", {
|
|
|
|
get: function () {
|
|
return this._container.visible;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._container.visible = value;
|
|
}
|
|
|
|
});
|
|
*/
|
|
|
|
/**
|
|
* @name Phaser.Particles.Arcade.Emitter#x
|
|
* @property {number} x - Gets or sets the x position of the Emitter.
|
|
*/
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "x", {
|
|
|
|
get: function () {
|
|
return this.emitX;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.emitX = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Particles.Arcade.Emitter#y
|
|
* @property {number} y - Gets or sets the y position of the Emitter.
|
|
*/
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "y", {
|
|
|
|
get: function () {
|
|
return this.emitY;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.emitY = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Particles.Arcade.Emitter#left
|
|
* @property {number} left - Gets the left position of the Emitter.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "left", {
|
|
|
|
get: function () {
|
|
return Math.floor(this.x - (this.width / 2));
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Particles.Arcade.Emitter#right
|
|
* @property {number} right - Gets the right position of the Emitter.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "right", {
|
|
|
|
get: function () {
|
|
return Math.floor(this.x + (this.width / 2));
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Particles.Arcade.Emitter#top
|
|
* @property {number} top - Gets the top position of the Emitter.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "top", {
|
|
|
|
get: function () {
|
|
return Math.floor(this.y - (this.height / 2));
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Particles.Arcade.Emitter#bottom
|
|
* @property {number} bottom - Gets the bottom position of the Emitter.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "bottom", {
|
|
|
|
get: function () {
|
|
return Math.floor(this.y + (this.height / 2));
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
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on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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</body>
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</html>
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