1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Emitter is a lightweight particle emitter that uses Arcade Physics.
* 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 accordingly.
*
* @class Phaser.Particles.Arcade.Emitter
* @constructor
* @extends Phaser.Group
* @param {Phaser.Game} game - Current game instance.
* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
* @param {number} [maxParticles=50] - The total number of particles in this emitter.
*/
Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
/**
* @property {number} maxParticles - The total number of particles in this emitter.
* @default
*/
this.maxParticles = maxParticles || 50;
Phaser.Group.call(this, game);
/**
* @property {string} name - A handy string name for this emitter. Can be set to anything.
*/
this.name = 'emitter' + this.game.particles.ID++;
/**
* @property {number} type - Internal Phaser Type value.
* @protected
*/
this.type = Phaser.EMITTER;
/**
* @property {number} physicsType - The const physics body type of this object.
* @readonly
*/
this.physicsType = Phaser.GROUP;
/**
* @property {Phaser.Rectangle} area - The area of the emitter. Particles can be randomly generated from anywhere within this rectangle.
* @default
*/
this.area = new Phaser.Rectangle(x, y, 1, 1);
/**
* @property {Phaser.Point} minParticleSpeed - The minimum possible velocity of a particle.
* @default
*/
this.minParticleSpeed = new Phaser.Point(-100, -100);
/**
* @property {Phaser.Point} maxParticleSpeed - The maximum possible velocity of a particle.
* @default
*/
this.maxParticleSpeed = new Phaser.Point(100, 100);
/**
* @property {number} minParticleScale - The minimum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see minParticleScaleX.
* @default
*/
this.minParticleScale = 1;
/**
* @property {number} maxParticleScale - The maximum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see maxParticleScaleX.
* @default
*/
this.maxParticleScale = 1;
/**
* @property {array} scaleData - An array of the calculated scale easing data applied to particles with scaleRates > 0.
*/
this.scaleData = null;
/**
* @property {number} minRotation - The minimum possible angular velocity of a particle.
* @default
*/
this.minRotation = -360;
/**
* @property {number} maxRotation - The maximum possible angular velocity of a particle.
* @default
*/
this.maxRotation = 360;
/**
* @property {number} minParticleAlpha - The minimum possible alpha value of a particle.
* @default
*/
this.minParticleAlpha = 1;
/**
* @property {number} maxParticleAlpha - The maximum possible alpha value of a particle.
* @default
*/
this.maxParticleAlpha = 1;
/**
* @property {array} alphaData - An array of the calculated alpha easing data applied to particles with alphaRates > 0.
*/
this.alphaData = null;
/**
* @property {number} gravity - Sets the `body.gravity.y` of each particle sprite to this value on launch.
* @default
*/
this.gravity = 100;
/**
* @property {any} particleClass - For emitting your own particle class types. They must extend Phaser.Particle.
* @default
*/
this.particleClass = Phaser.Particle;
/**
* @property {Phaser.Point} particleDrag - The X and Y drag component of particles launched from the emitter.
*/
this.particleDrag = new Phaser.Point();
/**
* @property {number} angularDrag - The angular drag component of particles launched from the emitter if they are rotating.
* @default
*/
this.angularDrag = 0;
/**
* @property {number} frequency - How often a particle is emitted in ms (if emitter is started with Explode === false).
* @default
*/
this.frequency = 100;
/**
* @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 {boolean} on - Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.
* @default
*/
this.on = false;
/**
* @property {Phaser.Point} particleAnchor - When a particle is created its anchor will be set to match this Point object (defaults to x/y: 0.5 to aid in rotation)
* @default
*/
this.particleAnchor = new Phaser.Point(0.5, 0.5);
/**
* @property {number} blendMode - The blendMode as set on the particle when emitted from the Emitter. Defaults to NORMAL. Needs browser capable of supporting canvas blend-modes (most not available in WebGL)
* @default
*/
this.blendMode = Phaser.blendModes.NORMAL;
/**
* 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 {number} 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 {number} emitY
*/
this.emitY = y;
/**
* @property {boolean} autoScale - When a new Particle is emitted this controls if it will automatically scale in size. Use Emitter.setScale to configure.
*/
this.autoScale = false;
/**
* @property {boolean} autoAlpha - When a new Particle is emitted this controls if it will automatically change alpha. Use Emitter.setAlpha to configure.
*/
this.autoAlpha = false;
/**
* @property {boolean} particleBringToTop - If this is `true` then when the Particle is emitted it will be bought to the top of the Emitters display list.
* @default
*/
this.particleBringToTop = false;
/**
* @property {boolean} particleSendToBack - If this is `true` then when the Particle is emitted it will be sent to the back of the Emitters display list.
* @default
*/
this.particleSendToBack = false;
/**
* @property {Phaser.Point} _minParticleScale - Internal particle scale var.
* @private
*/
this._minParticleScale = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} _maxParticleScale - Internal particle scale var.
* @private
*/
this._maxParticleScale = new Phaser.Point(1, 1);
/**
* @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 {number} _flowQuantity - Internal counter for figuring out how many particles to launch per flow update.
* @private
*/
this._flowQuantity = 0;
/**
* @property {number} _flowTotal - Internal counter for figuring out how many particles to launch in total.
* @private
*/
this._flowTotal = 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 {any} _frames - Internal helper for the particle frame.
* @private
*/
this._frames = null;
};
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 && this.game.time.time >= this._timer)
{
this._timer = this.game.time.time + this.frequency * this.game.time.slowMotion;
if (this._flowTotal !== 0)
{
if (this._flowQuantity > 0)
{
for (var i = 0; i < this._flowQuantity; i++)
{
if (this.emitParticle())
{
this._counter++;
if (this._flowTotal !== -1 && this._counter >= this._flowTotal)
{
this.on = false;
break;
}
}
}
}
else
{
if (this.emitParticle())
{
this._counter++;
if (this._flowTotal !== -1 && this._counter >= this._flowTotal)
{
this.on = false;
}
}
}
}
else
{
if (this.emitParticle())
{
this._counter++;
if (this._quantity > 0 && this._counter >= this._quantity)
{
this.on = false;
}
}
}
}
var i = this.children.length;
while (i--)
{
if (this.children[i].exists)
{
this.children[i].update();
}
}
};
/**
* This function generates a new set of particles for use by this emitter.
* The particles are stored internally waiting to be emitted via Emitter.start.
*
* @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=0] - 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. If not given it will use the value of Emitter.maxParticles. If the value is greater than Emitter.maxParticles it will use Emitter.maxParticles as the quantity.
* @param {boolean} [collide=false] - If you want the particles to be able to collide with other Arcade Physics bodies then set this to true.
* @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 (frames === undefined) { frames = 0; }
if (quantity === undefined) { quantity = this.maxParticles; }
if (collide === undefined) { collide = false; }
if (collideWorldBounds === undefined) { collideWorldBounds = false; }
var particle;
var i = 0;
var rndKey = keys;
var rndFrame = frames;
this._frames = frames;
if (quantity > this.maxParticles)
{
this.maxParticles = quantity;
}
while (i < quantity)
{
if (Array.isArray(keys))
{
rndKey = this.game.rnd.pick(keys);
}
if (Array.isArray(frames))
{
rndFrame = this.game.rnd.pick(frames);
}
particle = new this.particleClass(this.game, 0, 0, rndKey, rndFrame);
this.game.physics.arcade.enable(particle, false);
if (collide)
{
particle.body.checkCollision.any = true;
particle.body.checkCollision.none = false;
}
else
{
particle.body.checkCollision.none = true;
}
particle.body.collideWorldBounds = collideWorldBounds;
particle.body.skipQuadTree = true;
particle.exists = false;
particle.visible = false;
particle.anchor.copyFrom(this.particleAnchor);
this.add(particle);
i++;
}
return this;
};
/**
* Call this function to turn off all the particles and the emitter.
*
* @method Phaser.Particles.Arcade.Emitter#kill
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.kill = function () {
this.on = false;
this.alive = false;
this.exists = false;
return this;
};
/**
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
*
* @method Phaser.Particles.Arcade.Emitter#revive
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
this.alive = true;
this.exists = true;
return this;
};
/**
* Call this function to emit the given quantity of particles at all once (an explosion)
*
* @method Phaser.Particles.Arcade.Emitter#explode
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
* @param {number} [quantity=0] - How many particles to launch.
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.explode = function (lifespan, quantity) {
this._flowTotal = 0;
this.start(true, lifespan, 0, quantity, false);
return this;
};
/**
* Call this function to start emitting a flow of particles at the given frequency.
* It will carry on going until the total given is reached.
* Each time the flow is run the quantity number of particles will be emitted together.
* If you set the total to be 20 and quantity to be 5 then flow will emit 4 times in total (4 x 5 = 20 total)
* If you set the total to be -1 then no quantity cap is used and it will keep emitting.
*
* @method Phaser.Particles.Arcade.Emitter#flow
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
* @param {number} [frequency=250] - Frequency is how often to emit the particles, given in ms.
* @param {number} [quantity=1] - How many particles to launch each time the frequency is met. Can never be > Emitter.maxParticles.
* @param {number} [total=-1] - How many particles to launch in total. If -1 it will carry on indefinitely.
* @param {boolean} [immediate=true] - Should the flow start immediately (true) or wait until the first frequency event? (false)
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.flow = function (lifespan, frequency, quantity, total, immediate) {
if (quantity === undefined || quantity === 0) { quantity = 1; }
if (total === undefined) { total = -1; }
if (immediate === undefined) { immediate = true; }
if (quantity > this.maxParticles)
{
quantity = this.maxParticles;
}
this._counter = 0;
this._flowQuantity = quantity;
this._flowTotal = total;
if (immediate)
{
this.start(true, lifespan, frequency, quantity);
this._counter += quantity;
this.on = true;
this._timer = this.game.time.time + frequency * this.game.time.slowMotion;
}
else
{
this.start(false, lifespan, frequency, quantity);
}
return this;
};
/**
* 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 (true) or at the frequency given (false).
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
* @param {number} [frequency=250] - Ignored if Explode is set to true. Frequency is how often to emit 1 particle. Value given in ms.
* @param {number} [quantity=0] - How many particles to launch. 0 = "all of the particles" which will keep emitting until Emitter.maxParticles is reached.
* @param {number} [forceQuantity=false] - If `true` and creating a particle flow, the quantity emitted will be forced to the be quantity given in this call. This can never exceed Emitter.maxParticles.
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity, forceQuantity) {
if (explode === undefined) { explode = true; }
if (lifespan === undefined) { lifespan = 0; }
if (frequency === undefined || frequency === null) { frequency = 250; }
if (quantity === undefined) { quantity = 0; }
if (forceQuantity === undefined) { forceQuantity = false; }
if (quantity > this.maxParticles)
{
quantity = this.maxParticles;
}
this.revive();
this.visible = true;
this.lifespan = lifespan;
this.frequency = frequency;
if (explode || forceQuantity)
{
for (var i = 0; i < quantity; i++)
{
this.emitParticle();
}
}
else
{
this.on = true;
this._quantity = quantity;
this._counter = 0;
this._timer = this.game.time.time + frequency * this.game.time.slowMotion;
}
return this;
};
/**
* This function is used internally to emit the next particle in the queue.
*
* However it can also be called externally to emit a particle.
*
* When called externally you can use the arguments to override any defaults the Emitter has set.
*
* @method Phaser.Particles.Arcade.Emitter#emitParticle
* @param {number} [x] - The x coordinate to emit the particle from. If `null` or `undefined` it will use `Emitter.emitX` or if the Emitter has a width > 1 a random value between `Emitter.left` and `Emitter.right`.
* @param {number} [y] - The y coordinate to emit the particle from. If `null` or `undefined` it will use `Emitter.emitY` or if the Emitter has a height > 1 a random value between `Emitter.top` and `Emitter.bottom`.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - This is the image or texture used by the Particle during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
* @param {string|number} [frame] - If this Particle is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @return {boolean} True if a particle was emitted, otherwise false.
*/
Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, frame) {
if (x === undefined) { x = null; }
if (y === undefined) { y = null; }
var particle = this.getFirstExists(false);
if (particle === null)
{
return false;
}
var rnd = this.game.rnd;
if (key !== undefined && frame !== undefined)
{
particle.loadTexture(key, frame);
}
else if (key !== undefined)
{
particle.loadTexture(key);
}
var emitX = this.emitX;
var emitY = this.emitY;
if (x !== null)
{
emitX = x;
}
else if (this.width > 1)
{
emitX = rnd.between(this.left, this.right);
}
if (y !== null)
{
emitY = y;
}
else if (this.height > 1)
{
emitY = rnd.between(this.top, this.bottom);
}
particle.reset(emitX, emitY);
particle.angle = 0;
particle.lifespan = this.lifespan;
if (this.particleBringToTop)
{
this.bringToTop(particle);
}
else if (this.particleSendToBack)
{
this.sendToBack(particle);
}
if (this.autoScale)
{
particle.setScaleData(this.scaleData);
}
else if (this.minParticleScale !== 1 || this.maxParticleScale !== 1)
{
particle.scale.set(rnd.realInRange(this.minParticleScale, this.maxParticleScale));
}
else if ((this._minParticleScale.x !== this._maxParticleScale.x) || (this._minParticleScale.y !== this._maxParticleScale.y))
{
particle.scale.set(rnd.realInRange(this._minParticleScale.x, this._maxParticleScale.x), rnd.realInRange(this._minParticleScale.y, this._maxParticleScale.y));
}
if (frame === undefined)
{
if (Array.isArray(this._frames))
{
particle.frame = this.game.rnd.pick(this._frames);
}
else
{
particle.frame = this._frames;
}
}
if (this.autoAlpha)
{
particle.setAlphaData(this.alphaData);
}
else
{
particle.alpha = rnd.realInRange(this.minParticleAlpha, this.maxParticleAlpha);
}
particle.blendMode = this.blendMode;
var body = particle.body;
body.updateBounds();
body.bounce.copyFrom(this.bounce);
body.drag.copyFrom(this.particleDrag);
body.velocity.x = rnd.between(this.minParticleSpeed.x, this.maxParticleSpeed.x);
body.velocity.y = rnd.between(this.minParticleSpeed.y, this.maxParticleSpeed.y);
body.angularVelocity = rnd.between(this.minRotation, this.maxRotation);
body.gravity.y = this.gravity;
body.angularDrag = this.angularDrag;
particle.onEmit();
return true;
};
/**
* Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager.
*
* @method Phaser.Particles.Arcade.Emitter#destroy
*/
Phaser.Particles.Arcade.Emitter.prototype.destroy = function () {
this.game.particles.remove(this);
Phaser.Group.prototype.destroy.call(this, true, false);
};
/**
* 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.
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {
this.area.width = width;
this.area.height = height;
return this;
};
/**
* 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.
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {
min = min || 0;
max = max || 0;
this.minParticleSpeed.x = min;
this.maxParticleSpeed.x = max;
return this;
};
/**
* 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.
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {
min = min || 0;
max = max || 0;
this.minParticleSpeed.y = min;
this.maxParticleSpeed.y = max;
return this;
};
/**
* A more compact way of setting the angular velocity constraints of the particles.
*
* @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.
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {
min = min || 0;
max = max || 0;
this.minRotation = min;
this.maxRotation = max;
return this;
};
/**
* A more compact way of setting the alpha constraints of the particles.
* The rate parameter, if set to a value above zero, lets you set the speed at which the Particle change in alpha from min to max.
* If rate is zero, which is the default, the particle won't change alpha - instead it will pick a random alpha between min and max on emit.
*
* @method Phaser.Particles.Arcade.Emitter#setAlpha
* @param {number} [min=1] - The minimum value for this range.
* @param {number} [max=1] - The maximum value for this range.
* @param {number} [rate=0] - The rate (in ms) at which the particles will change in alpha from min to max, or set to zero to pick a random alpha between the two.
* @param {function} [ease=Phaser.Easing.Linear.None] - If you've set a rate > 0 this is the easing formula applied between the min and max values.
* @param {boolean} [yoyo=false] - If you've set a rate > 0 you can set if the ease will yoyo or not (i.e. ease back to its original values)
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.setAlpha = function (min, max, rate, ease, yoyo) {
if (min === undefined) { min = 1; }
if (max === undefined) { max = 1; }
if (rate === undefined) { rate = 0; }
if (ease === undefined) { ease = Phaser.Easing.Linear.None; }
if (yoyo === undefined) { yoyo = false; }
this.minParticleAlpha = min;
this.maxParticleAlpha = max;
this.autoAlpha = false;
if (rate > 0 && min !== max)
{
var tweenData = { v: min };
var tween = this.game.make.tween(tweenData).to( { v: max }, rate, ease);
tween.yoyo(yoyo);
this.alphaData = tween.generateData(60);
// Inverse it so we don't have to do array length look-ups in Particle update loops
this.alphaData.reverse();
this.autoAlpha = true;
}
return this;
};
/**
* A more compact way of setting the scale constraints of the particles.
* The rate parameter, if set to a value above zero, lets you set the speed and ease which the Particle uses to change in scale from min to max across both axis.
* If rate is zero, which is the default, the particle won't change scale during update, instead it will pick a random scale between min and max on emit.
*
* @method Phaser.Particles.Arcade.Emitter#setScale
* @param {number} [minX=1] - The minimum value of Particle.scale.x.
* @param {number} [maxX=1] - The maximum value of Particle.scale.x.
* @param {number} [minY=1] - The minimum value of Particle.scale.y.
* @param {number} [maxY=1] - The maximum value of Particle.scale.y.
* @param {number} [rate=0] - The rate (in ms) at which the particles will change in scale from min to max, or set to zero to pick a random size between the two.
* @param {function} [ease=Phaser.Easing.Linear.None] - If you've set a rate > 0 this is the easing formula applied between the min and max values.
* @param {boolean} [yoyo=false] - If you've set a rate > 0 you can set if the ease will yoyo or not (i.e. ease back to its original values)
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.setScale = function (minX, maxX, minY, maxY, rate, ease, yoyo) {
if (minX === undefined) { minX = 1; }
if (maxX === undefined) { maxX = 1; }
if (minY === undefined) { minY = 1; }
if (maxY === undefined) { maxY = 1; }
if (rate === undefined) { rate = 0; }
if (ease === undefined) { ease = Phaser.Easing.Linear.None; }
if (yoyo === undefined) { yoyo = false; }
// Reset these
this.minParticleScale = 1;
this.maxParticleScale = 1;
this._minParticleScale.set(minX, minY);
this._maxParticleScale.set(maxX, maxY);
this.autoScale = false;
if (rate > 0 && ((minX !== maxX) || (minY !== maxY)))
{
var tweenData = { x: minX, y: minY };
var tween = this.game.make.tween(tweenData).to( { x: maxX, y: maxY }, rate, ease);
tween.yoyo(yoyo);
this.scaleData = tween.generateData(60);
// Inverse it so we don't have to do array length look-ups in Particle update loops
this.scaleData.reverse();
this.autoScale = true;
}
return this;
};
/**
* Change the emitters center to match the center of any object with a `center` property, such as a Sprite.
* If the object doesn't have a center property it will be set to object.x + object.width / 2
*
* @method Phaser.Particles.Arcade.Emitter#at
* @param {object|Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Text|PIXI.DisplayObject} object - The object that you wish to match the center with.
* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.
*/
Phaser.Particles.Arcade.Emitter.prototype.at = function (object) {
if (object.center)
{
this.emitX = object.center.x;
this.emitY = object.center.y;
}
else
{
this.emitX = object.world.x + (object.anchor.x * object.width);
this.emitY = object.world.y + (object.anchor.y * object.height);
}
return this;
};
/**
* @name Phaser.Particles.Arcade.Emitter#width
* @property {number} width - Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "width", {
get: function () {
return this.area.width;
},
set: function (value) {
this.area.width = value;
}
});
/**
* @name Phaser.Particles.Arcade.Emitter#height
* @property {number} height - Gets or sets the height of the Emitter. This is the region in which a particle can be emitted.
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "height", {
get: function () {
return this.area.height;
},
set: function (value) {
this.area.height = 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.area.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.area.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.area.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.area.height / 2));
}
});