Files
GDevelop/Binaries/Output/Release_Windows/Examples/Javascript/PIXI Particles/pixi-particles.js
2015-08-14 00:03:06 +02:00

1972 lines
56 KiB
JavaScript
Executable File

/*! PixiParticles 1.4.6 */
/**
* @module cloudkid
*/
(function(undefined) {
"use strict";
window.cloudkid = window.cloudkid || {};
var BLEND_MODES = PIXI.BLEND_MODES || PIXI.blendModes;
/**
* Contains helper functions for particles and emitters to use.
* @class ParticleUtils
* @static
*/
var ParticleUtils = {};
var DEG_TO_RADS = ParticleUtils.DEG_TO_RADS = Math.PI / 180;
/**
* Rotates a point by a given angle.
* @method rotatePoint
* @param {Number} angle The angle to rotate by in degrees
* @param {PIXI.Point} p The point to rotate around 0,0.
* @static
*/
ParticleUtils.rotatePoint = function(angle, p)
{
if(!angle) return;
angle *= DEG_TO_RADS;
var s = Math.sin(angle);
var c = Math.cos(angle);
var xnew = p.x * c - p.y * s;
var ynew = p.x * s + p.y * c;
p.x = xnew;
p.y = ynew;
};
/**
* Combines separate color components (0-255) into a single uint color.
* @method combineRGBComponents
* @param {uint} r The red value of the color
* @param {uint} g The green value of the color
* @param {uint} b The blue value of the color
* @return {uint} The color in the form of 0xRRGGBB
* @static
*/
ParticleUtils.combineRGBComponents = function(r, g, b/*, a*/)
{
return /*a << 24 |*/ r << 16 | g << 8 | b;
};
/**
* Reduces the point to a length of 1.
* @method normalize
* @static
* @param {PIXI.Point} point The point to normalize
*/
ParticleUtils.normalize = function(point)
{
var oneOverLen = 1 / ParticleUtils.length(point);
point.x *= oneOverLen;
point.y *= oneOverLen;
};
/**
* Multiplies the x and y values of this point by a value.
* @method scaleBy
* @static
* @param {PIXI.Point} point The point to scaleBy
* @param value {Number} The value to scale by.
*/
ParticleUtils.scaleBy = function(point, value)
{
point.x *= value;
point.y *= value;
};
/**
* Returns the length (or magnitude) of this point.
* @method length
* @static
* @param {PIXI.Point} point The point to measure length
* @return The length of this point.
*/
ParticleUtils.length = function(point)
{
return Math.sqrt(point.x * point.x + point.y * point.y);
};
/**
* Converts a hex string from "#AARRGGBB", "#RRGGBB", "0xAARRGGBB", "0xRRGGBB",
* "AARRGGBB", or "RRGGBB" to an array of ints of 0-255 or Numbers from 0-1, as
* [r, g, b, (a)].
* @method hexToRGB
* @param {String} color The input color string.
* @param {Array} output An array to put the output in. If omitted, a new array is created.
* @return The array of numeric color values.
* @static
*/
ParticleUtils.hexToRGB = function(color, output)
{
if (output)
output.length = 0;
else
output = [];
if (color.charAt(0) == "#")
color = color.substr(1);
else if (color.indexOf("0x") === 0)
color = color.substr(2);
var alpha;
if (color.length == 8)
{
alpha = color.substr(0, 2);
color = color.substr(2);
}
output.push(parseInt(color.substr(0, 2), 16));//Red
output.push(parseInt(color.substr(2, 2), 16));//Green
output.push(parseInt(color.substr(4, 2), 16));//Blue
if (alpha)
output.push(parseInt(alpha, 16));
return output;
};
/**
* Generates a custom ease function, based on the GreenSock custom ease, as demonstrated
* by the related tool at http://www.greensock.com/customease/.
* @method generateEase
* @param {Array} segments An array of segments, as created by
* http://www.greensock.com/customease/.
* @return {Function} A function that calculates the percentage of change at
* a given point in time (0-1 inclusive).
* @static
*/
ParticleUtils.generateEase = function(segments)
{
var qty = segments.length;
var oneOverQty = 1 / qty;
/*
* Calculates the percentage of change at a given point in time (0-1 inclusive).
* @param {Number} time The time of the ease, 0-1 inclusive.
* @return {Number} The percentage of the change, 0-1 inclusive (unless your
* ease goes outside those bounds).
*/
var simpleEase = function(time)
{
var t, s;
var i = (qty * time) | 0;//do a quick floor operation
t = (time - (i * oneOverQty)) * qty;
s = segments[i] || segments[qty - 1];
return (s.s + t * (2 * (1 - t) * (s.cp - s.s) + t * (s.e - s.s)));
};
return simpleEase;
};
/**
* Gets a blend mode, ensuring that it is valid.
* @method getBlendMode
* @param {String} name The name of the blend mode to get.
* @return {int} The blend mode as specified in the PIXI.blendModes enumeration.
* @static
*/
ParticleUtils.getBlendMode = function(name)
{
if (!name) return BLEND_MODES.NORMAL;
name = name.toUpperCase();
while (name.indexOf(" ") >= 0)
name = name.replace(" ", "_");
return BLEND_MODES[name] || BLEND_MODES.NORMAL;
};
cloudkid.ParticleUtils = ParticleUtils;
/**
* @module global
*/
/**
* Add methods to Array
* See https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/defineProperty
* @class Array.prototype
*/
/**
* Shuffles the array
* @method shuffle
* @return {Array} The array, for chaining calls.
*/
if(!Array.prototype.shuffle)
{
// In EcmaScript 5 specs and browsers that support it you can use the Object.defineProperty
// to make it not enumerable set the enumerable property to false
Object.defineProperty(Array.prototype, 'shuffle', {
enumerable: false,
writable:false,
value: function() {
for(var j, x, i = this.length; i; j = Math.floor(Math.random() * i), x = this[--i], this[i] = this[j], this[j] = x);
return this;
}
});
}
/**
* Get a random item from an array
* @method random
* @return {*} The random item
*/
if(!Array.prototype.random)
{
Object.defineProperty(Array.prototype, 'random', {
enumerable: false,
writable: false,
value: function() {
return this[Math.floor(Math.random() * this.length)];
}
});
}
}());
/**
* @module cloudkid
*/
(function(cloudkid, undefined) {
"use strict";
var ParticleUtils = cloudkid.ParticleUtils;
var MovieClip, useAPI3;
if(PIXI.extras && PIXI.extras.MovieClip)
{
MovieClip = PIXI.extras.MovieClip;
useAPI3 = true;
}
else
{
MovieClip = PIXI.MovieClip;
useAPI3 = false;
}
/**
* An individual particle image. You shouldn't have to deal with these.
* @class Particle
* @constructor
* @param {Emitter} emitter The emitter that controls this particle.
*/
var Particle = function(emitter)
{
var art = emitter.particleImages[0] instanceof PIXI.Texture ?
[emitter.particleImages[0]] :
emitter.particleImages[0];
MovieClip.call(this, art);
/**
* The emitter that controls this particle.
* @property {Emitter} emitter
*/
this.emitter = emitter;
this.anchor.x = this.anchor.y = 0.5;
/**
* The velocity of the particle. Speed may change, but the angle also
* contained in velocity is constant.
* @property {PIXI.Point} velocity
*/
this.velocity = new PIXI.Point();
/**
* The maximum lifetime of this particle, in seconds.
* @property {Number} maxLife
*/
this.maxLife = 0;
/**
* The current age of the particle, in seconds.
* @property {Number} age
*/
this.age = 0;
/**
* A simple easing function to be applied to all properties that
* are being interpolated.
* @property {Function} ease
*/
this.ease = null;
/**
* Extra data that the emitter passes along for custom particles.
* @property {Object} extraData
*/
this.extraData = null;
/**
* The alpha of the particle at the start of its life.
* @property {Number} startAlpha
*/
this.startAlpha = 0;
/**
* The alpha of the particle at the end of its life.
* @property {Number} endAlpha
*/
this.endAlpha = 0;
/**
* The speed of the particle at the start of its life.
* @property {Number} startSpeed
*/
this.startSpeed = 0;
/**
* The speed of the particle at the end of its life.
* @property {Number} endSpeed
*/
this.endSpeed = 0;
/**
* Acceleration to apply to the particle.
* @property {PIXI.Point} accleration
*/
this.acceleration = null;
/**
* The scale of the particle at the start of its life.
* @property {Number} startScale
*/
this.startScale = 0;
/**
* The scale of the particle at the start of its life.
* @property {Number} endScale
*/
this.endScale = 0;
/**
* The tint of the particle at the start of its life.
* @property {Array} startColor
*/
this.startColor = null;
/**
* The red tint of the particle at the start of its life.
* This is pulled from startColor in init().
* @property {uint} _sR
* @private
*/
this._sR = 0;
/**
* The green tint of the particle at the start of its life.
* This is pulled from startColor in init().
* @property {uint} _sG
* @private
*/
this._sG = 0;
/**
* The blue tint of the particle at the start of its life.
* This is pulled from startColor in init().
* @property {uint} _sB
* @private
*/
this._sB = 0;
/**
* The tint of the particle at the start of its life.
* @property {Array} endColor
*/
this.endColor = null;
/**
* The red tint of the particle at the end of its life.
* This is pulled from endColor in init().
* @property {uint} _eR
* @private
*/
this._eR = 0;
/**
* The green tint of the particle at the end of its life.
* This is pulled from endColor in init().
* @property {uint} _sG
* @private
*/
this._eG = 0;
/**
* The blue tint of the particle at the end of its life.
* This is pulled from endColor in init().
* @property {uint} _sB
* @private
*/
this._eB = 0;
/**
* If alpha should be interpolated at all.
* @property {Boolean} _doAlpha
* @private
*/
this._doAlpha = false;
/**
* If scale should be interpolated at all.
* @property {Boolean} _doScale
* @private
*/
this._doScale = false;
/**
* If speed should be interpolated at all.
* @property {Boolean} _doSpeed
* @private
*/
this._doSpeed = false;
/**
* If color should be interpolated at all.
* @property {Boolean} _doColor
* @private
*/
this._doColor = false;
/**
* If normal movement should be handled. Subclasses wishing to override movement
* can set this to false in init().
* @property {Boolean} _doNormalMovement
* @private
*/
this._doNormalMovement = false;
/**
* One divided by the max life of the particle, saved for slightly faster math.
* @property {Number} _oneOverLife
* @private
*/
this._oneOverLife = 0;
//save often used functions on the instance instead of the prototype for better speed
this.init = this.init;
this.Particle_init = this.Particle_init;
this.update = this.update;
this.Particle_update = this.Particle_update;
this.applyArt = this.applyArt;
this.kill = this.kill;
};
// Reference to the prototype
var p = Particle.prototype = Object.create(MovieClip.prototype);
/**
* Initializes the particle for use, based on the properties that have to
* have been set already on the particle.
* @method init
*/
/**
* A reference to init, so that subclasses can access it without the penalty of Function.call()
* @method Particle_init
* @private
*/
p.init = p.Particle_init = function()
{
//reset the age
this.age = 0;
//set up the velocity based on the start speed and rotation
this.velocity.x = this.startSpeed;
this.velocity.y = 0;
ParticleUtils.rotatePoint(this.rotation, this.velocity);
//convert rotation to Radians from Degrees
this.rotation *= ParticleUtils.DEG_TO_RADS;
//convert rotation speed to Radians from Degrees
this.rotationSpeed *= ParticleUtils.DEG_TO_RADS;
//set alpha to inital alpha
this.alpha = this.startAlpha;
//set scale to initial scale
this.scale.x = this.scale.y = this.startScale;
//determine start and end color values
if (this.startColor)
{
this._sR = this.startColor[0];
this._sG = this.startColor[1];
this._sB = this.startColor[2];
if(this.endColor)
{
this._eR = this.endColor[0];
this._eG = this.endColor[1];
this._eB = this.endColor[2];
}
}
//figure out what we need to interpolate
this._doAlpha = this.startAlpha != this.endAlpha;
this._doSpeed = this.startSpeed != this.endSpeed;
this._doScale = this.startScale != this.endScale;
this._doColor = !!this.endColor;
//_doNormalMovement can be cancelled by subclasses
this._doNormalMovement = this._doSpeed || this.startSpeed !== 0 || this.acceleration;
//save our lerp helper
this._oneOverLife = 1 / this.maxLife;
//set the inital color
this.tint = ParticleUtils.combineRGBComponents(this._sR, this._sG, this._sB);
//ensure visibility
this.visible = true;
};
/**
* Sets the texture for the particle. This can be overridden to allow
* for an animated particle.
* @method applyArt
* @param {PIXI.Texture} art The texture to set.
*/
p.applyArt = function(art)
{
if (useAPI3)
{
//remove warning on PIXI 3
this.texture = art;
}
else
{
this.setTexture(art);
}
};
/**
* Updates the particle.
* @method update
* @param {Number} delta Time elapsed since the previous frame, in __seconds__.
* @return {Number} The standard interpolation multiplier (0-1) used for all relevant particle
* properties. A value of -1 means the particle died of old age instead.
*/
/**
* A reference to update so that subclasses can access the original without the overhead
* of Function.call().
* @method Particle_update
* @param {Number} delta Time elapsed since the previous frame, in __seconds__.
* @return {Number} The standard interpolation multiplier (0-1) used for all relevant particle
* properties. A value of -1 means the particle died of old age instead.
* @private
*/
p.update = p.Particle_update = function(delta)
{
//increase age
this.age += delta;
//recycle particle if it is too old
if(this.age >= this.maxLife)
{
this.kill();
return -1;
}
//determine our interpolation value
var lerp = this.age * this._oneOverLife;//lifetime / maxLife;
if (this.ease)
{
if(this.ease.length == 4)
{
//the t, b, c, d parameters that some tween libraries use
//(time, initial value, end value, duration)
lerp = this.ease(lerp, 0, 1, 1);
}
else
{
//the simplified version that we like that takes
//one parameter, time from 0-1. TweenJS eases provide this usage.
lerp = this.ease(lerp);
}
}
//interpolate alpha
if (this._doAlpha)
this.alpha = (this.endAlpha - this.startAlpha) * lerp + this.startAlpha;
//interpolate scale
if (this._doScale)
{
var scale = (this.endScale - this.startScale) * lerp + this.startScale;
this.scale.x = this.scale.y = scale;
}
//handle movement
if(this._doNormalMovement)
{
//interpolate speed
if (this._doSpeed)
{
var speed = (this.endSpeed - this.startSpeed) * lerp + this.startSpeed;
ParticleUtils.normalize(this.velocity);
ParticleUtils.scaleBy(this.velocity, speed);
}
else if(this.acceleration)
{
this.velocity.x += this.acceleration.x * delta;
this.velocity.y += this.acceleration.y * delta;
}
//adjust position based on velocity
this.position.x += this.velocity.x * delta;
this.position.y += this.velocity.y * delta;
}
//interpolate color
if (this._doColor)
{
var r = (this._eR - this._sR) * lerp + this._sR;
var g = (this._eG - this._sG) * lerp + this._sG;
var b = (this._eB - this._sB) * lerp + this._sB;
this.tint = ParticleUtils.combineRGBComponents(r, g, b);
}
//update rotation
if(this.rotationSpeed !== 0)
{
this.rotation += this.rotationSpeed * delta;
}
else if(this.acceleration)
{
this.rotation = Math.atan2(this.velocity.y, this.velocity.x);// + Math.PI / 2;
}
return lerp;
};
/**
* Kills the particle, removing it from the display list
* and telling the emitter to recycle it.
* @method kill
*/
p.kill = function()
{
this.emitter.recycle(this);
};
/**
* Destroys the particle, removing references and preventing future use.
* @method destroy
*/
p.destroy = function()
{
this.emitter = null;
this.velocity = null;
this.startColor = this.endColor = null;
this.ease = null;
};
cloudkid.Particle = Particle;
}(cloudkid));
/**
* @module cloudkid
*/
(function(cloudkid, undefined) {
"use strict";
var ParticleUtils = cloudkid.ParticleUtils,
Particle = cloudkid.Particle;
/**
* An particle that follows a path defined by an algebraic expression, e.g. "sin(x)" or
* "5x + 3".
* To use this class, the particle config must have a "path" string in the
* "extraData" parameter. This string should have "x" in it to represent movement (from the
* speed settings of the particle). It may have numbers, parentheses, the four basic
* operations, and the following Math functions or properties (without the preceding "Math."):
* "pow", "sqrt", "abs", "floor", "round", "ceil", "E", "PI", "sin", "cos", "tan", "asin",
* "acos", "atan", "atan2", "log".
* The overall movement of the particle and the expression value become x and y positions for
* the particle, respectively. The final position is rotated by the spawn rotation/angle of
* the particle.
*
* Some example paths:
*
* "sin(x/10) * 20" // A sine wave path.
* "cos(x/100) * 30" // Particles curve counterclockwise (for medium speed/low lifetime particles)
* "pow(x/10, 2) / 2" // Particles curve clockwise (remember, +y is down).
*
* @class PathParticle
* @constructor
* @param {Emitter} emitter The emitter that controls this PathParticle.
*/
var PathParticle = function(emitter)
{
Particle.call(this, emitter);
/**
* The function representing the path the particle should take.
* @property {Function} path
*/
this.path = null;
/**
* The initial rotation in degrees of the particle, because the direction of the path
* is based on that.
* @property {Number} initialRotation
*/
this.initialRotation = 0;
/**
* The initial position of the particle, as all path movement is added to that.
* @property {PIXI.Point} initialPosition
*/
this.initialPosition = new PIXI.Point();
/**
* Total single directional movement, due to speed.
* @property {Number} movement
*/
this.movement = 0;
};
// Reference to the super class
var s = Particle.prototype;
// Reference to the prototype
var p = PathParticle.prototype = Object.create(s);
/**
* A helper point for math things.
* @property {Function} helperPoint
* @private
* @static
*/
var helperPoint = new PIXI.Point();
/**
* Initializes the particle for use, based on the properties that have to
* have been set already on the particle.
* @method init
*/
p.init = function()
{
//get initial rotation before it is converted to radians
this.initialRotation = this.rotation;
//standard init
this.Particle_init();
//set the standard PIXI animationSpeed
if(this.extraData && this.extraData.path)
{
var _sharedExtraData = this.emitter._sharedExtraData;
if(_sharedExtraData.path !== undefined)
this.path = _sharedExtraData.path;
else
{
try
{
this.path = _sharedExtraData.path = parsePath(this.extraData.path);
}
catch(e)
{
console.error("PathParticle: error in parsing path expression");
this.path = _sharedExtraData.path = null;
}
}
}
else
{
console.error("PathParticle requires a path string in extraData!");
this.path = null;
}
//cancel the normal movement behavior
this._doNormalMovement = !this.path;
//reset movement
this.movement = 0;
//grab position
this.initialPosition.x = this.position.x;
this.initialPosition.y = this.position.y;
};
//a hand picked list of Math functions (and a couple properties) that are allowable.
//they should be used without the preceding "Math."
var MATH_FUNCS =
[
"pow",
"sqrt",
"abs",
"floor",
"round",
"ceil",
"E",
"PI",
"sin",
"cos",
"tan",
"asin",
"acos",
"atan",
"atan2",
"log"
];
//Allow the 4 basic operations, parentheses and all numbers/decimals, as well
//as 'x', for the variable usage.
var WHITELISTER = "[01234567890\\.\\*\\-\\+\\/\\(\\)x ,]";
//add the math functions to the regex string.
for(var index = MATH_FUNCS.length - 1; index >= 0; --index)
{
WHITELISTER += "|" + MATH_FUNCS[index];
}
//create an actual regular expression object from the string
WHITELISTER = new RegExp(WHITELISTER, "g");
/**
* Parses a string into a function for path following.
* This involves whitelisting the string for safety, inserting "Math." to math function
* names, and using eval() to generate a function.
* @method parsePath
* @private
* @static
* @param {String} pathString The string to parse.
* @return {Function} The path function - takes x, outputs y.
*/
var parsePath = function(pathString)
{
var rtn;
var matches = pathString.match(WHITELISTER);
for(var i = matches.length - 1; i >= 0; --i)
{
if(MATH_FUNCS.indexOf(matches[i]) >= 0)
matches[i] = "Math." + matches[i];
}
pathString = matches.join("");
eval("rtn = function(x){ return " + pathString + "; };");// jshint ignore:line
return rtn;
};
/**
* Updates the particle.
* @method update
* @param {Number} delta Time elapsed since the previous frame, in __seconds__.
*/
p.update = function(delta)
{
var lerp = this.Particle_update(delta);
//if the particle died during the update, then don't bother
if(lerp >= 0 && this.path)
{
//increase linear movement based on speed
var speed = (this.endSpeed - this.startSpeed) * lerp + this.startSpeed;
this.movement += speed * delta;
//set up the helper point for rotation
helperPoint.x = this.movement;
helperPoint.y = this.path(this.movement);
ParticleUtils.rotatePoint(this.initialRotation, helperPoint);
this.position.x = this.initialPosition.x + helperPoint.x;
this.position.y = this.initialPosition.y + helperPoint.y;
}
};
/**
* Destroys the particle, removing references and preventing future use.
* @method destroy
*/
p.destroy = function()
{
s.destroy.call(this);
};
cloudkid.PathParticle = PathParticle;
}(cloudkid));
/**
* @module cloudkid
*/
(function(cloudkid, undefined) {
"use strict";
var ParticleUtils = cloudkid.ParticleUtils,
Particle = cloudkid.Particle;
/**
* An individual particle image with an animation. While this class may be functional, it
* has not gotten thorough testing or examples yet, and is not considered to be release ready.
* @class AnimatedParticle
* @constructor
* @param {Emitter} emitter The emitter that controls this AnimatedParticle.
*/
var AnimatedParticle = function(emitter)
{
Particle.call(this, emitter);
/**
* Array used to avoid damaging previous texture arrays or creating new ones
* when applyArt() passes a texture instead of an array.
* @property {Array} _helperTextures
* @private
*/
this._helperTextures = [];
};
// Reference to the super class
var s = Particle.prototype;
// Reference to the prototype
var p = AnimatedParticle.prototype = Object.create(s);
/**
* Initializes the particle for use, based on the properties that have to
* have been set already on the particle.
* @method init
*/
p.init = function()
{
this.Particle_init();
//set the standard PIXI animationSpeed
if(this.extraData)
{
//fps will work differently for SpringRoll's fork of PIXI than
//standard PIXI, where it will just be a variable
if(this.extraData.fps)
{
this.fps = this.extraData.fps;
}
else
{
this.fps = 60;
}
var animationSpeed = this.extraData.animationSpeed || 1;
if(animationSpeed == "matchLife")
{
this.loop = false;
//animation should end when the particle does
if(this.hasOwnProperty("_duration"))
{
//SpringRoll's fork of PIXI redoes how MovieClips animate,
//with duration and elapsed time
this.animationSpeed = this._duration / this.maxLife;
}
else
{
//standard PIXI - assume game tick rate of 60 fps
this.animationSpeed = this.textures.length / this.maxLife / 60;
}
}
else
{
this.loop = true;
this.animationSpeed = animationSpeed;
}
}
else
{
this.loop = true;
this.animationSpeed = 1;
}
this.play();//start playing
};
/**
* Sets the textures for the particle.
* @method applyArt
* @param {Array} art An array of PIXI.Texture objects for this animated particle.
*/
p.applyArt = function(art)
{
if(Array.isArray(art))
this.textures = art;
else
{
this._helperTextures[0] = art;
this.textures = this._helperTextures;
}
this.gotoAndStop(0);
};
/**
* Updates the particle.
* @method update
* @param {Number} delta Time elapsed since the previous frame, in __seconds__.
*/
p.update = function(delta)
{
//only animate the particle if it is still alive
if(this.Particle_update(delta) >= 0)
{
if(this._duration)
{
//work with SpringRoll's fork
this.updateAnim(delta);
}
else
{
//standard PIXI - movieclip will advance automatically - this means
//that the movieclip will animate even if the emitter (and the particles)
//are paused
}
}
};
/**
* Destroys the particle, removing references and preventing future use.
* @method destroy
*/
p.destroy = function()
{
s.destroy.call(this);
};
cloudkid.AnimatedParticle = AnimatedParticle;
}(cloudkid));
/**
* @module cloudkid
*/
(function(cloudkid, undefined) {
"use strict";
var ParticleUtils = cloudkid.ParticleUtils,
Particle = cloudkid.Particle,
ParticleContainer = PIXI.ParticleContainer;
/**
* A particle emitter.
* @class Emitter
* @constructor
* @param {PIXI.DisplayObjectContainer} particleParent The display object to add the
* particles to.
* @param {Array|PIXI.Texture} [particleImages] A texture or array of textures to use
* for the particles.
* @param {Object} [config] A configuration object containing settings for the emitter.
*/
var Emitter = function(particleParent, particleImages, config)
{
/**
* The constructor used to create new particles. The default is
* the built in particle class.
* @property {Function} _particleConstructor
* @private
*/
this._particleConstructor = Particle;
//properties for individual particles
/**
* An array of PIXI Texture objects.
* @property {Array} particleImages
*/
this.particleImages = null;
/**
* The starting alpha of all particles.
* @property {Number} startAlpha
* @default 1
*/
this.startAlpha = 1;
/**
* The ending alpha of all particles.
* @property {Number} endAlpha
* @default 1
*/
this.endAlpha = 1;
/**
* The starting speed of all particles.
* @property {Number} startSpeed
* @default 0
*/
this.startSpeed = 0;
/**
* The ending speed of all particles.
* @property {Number} endSpeed
* @default 0
*/
this.endSpeed = 0;
/**
* Acceleration to apply to particles. Using this disables
* any interpolation of particle speed. If the particles do
* not have a rotation speed, then they will be rotated to
* match the direction of travel.
* @property {PIXI.Point} acceleration
* @default null
*/
this.acceleration = null;
/**
* The starting scale of all particles.
* @property {Number} startScale
* @default 1
*/
this.startScale = 1;
/**
* The ending scale of all particles.
* @property {Number} endScale
* @default 1
*/
this.endScale = 1;
/**
* A minimum multiplier for the scale of a particle at both start and
* end. A value between minimumScaleMultiplier and 1 is randomly generated
* and multiplied with startScale and endScale to provide the actual
* startScale and endScale for each particle.
* @property {Number} minimumScaleMultiplier
* @default 1
*/
this.minimumScaleMultiplier = 1;
/**
* The starting color of all particles, as red, green, and blue uints from 0-255.
* @property {Array} startColor
*/
this.startColor = null;
/**
* The ending color of all particles, as red, green, and blue uints from 0-255.
* @property {Array} endColor
*/
this.endColor = null;
/**
* The minimum lifetime for a particle, in seconds.
* @property {Number} minLifetime
*/
this.minLifetime = 0;
/**
* The maximum lifetime for a particle, in seconds.
* @property {Number} maxLifetime
*/
this.maxLifetime = 0;
/**
* The minimum start rotation for a particle, in degrees. This value
* is ignored if the spawn type is "burst" or "arc".
* @property {Number} minStartRotation
*/
this.minStartRotation = 0;
/**
* The maximum start rotation for a particle, in degrees. This value
* is ignored if the spawn type is "burst" or "arc".
* @property {Number} maxStartRotation
*/
this.maxStartRotation = 0;
/**
* The minimum rotation speed for a particle, in degrees per second.
* This only visually spins the particle, it does not change direction of movement.
* @property {Number} minRotationSpeed
*/
this.minRotationSpeed = 0;
/**
* The maximum rotation speed for a particle, in degrees per second.
* This only visually spins the particle, it does not change direction of movement.
* @property {Number} maxRotationSpeed
*/
this.maxRotationSpeed = 0;
/**
* The blend mode for all particles, as named by PIXI.blendModes.
* @property {int} particleBlendMode
*/
this.particleBlendMode = 0;
/**
* An easing function for nonlinear interpolation of values. Accepts a single
* parameter of time as a value from 0-1, inclusive. Expected outputs are values
* from 0-1, inclusive.
* @property {Function} customEase
*/
this.customEase = null;
/**
* Extra data for use in custom particles. The emitter doesn't look inside, but
* passes it on to the particle to use in init().
* @property {Object} extraData
*/
this.extraData = null;
//properties for spawning particles
/**
* Time between particle spawns in seconds.
* @property {Number} frequency
*/
this.frequency = 0;
/**
* Maximum number of particles to keep alive at a time. If this limit
* is reached, no more particles will spawn until some have died.
* @property {int} maxParticles
* @default 1000
*/
this.maxParticles = 1000;
/**
* The amount of time in seconds to emit for before setting emit to false.
* A value of -1 is an unlimited amount of time.
* @property {Number} emitterLifetime
* @default -1
*/
this.emitterLifetime = -1;
/**
* Position at which to spawn particles, relative to the emitter's owner's origin.
* For example, the flames of a rocket travelling right might have a spawnPos
* of {x:-50, y:0}.
* to spawn at the rear of the rocket.
* To change this, use updateSpawnPos().
* @property {PIXI.Point} spawnPos
* @readOnly
*/
this.spawnPos = null;
/**
* How the particles will be spawned. Valid types are "point", "rectangle",
* "circle", "burst", "ring".
* @property {String} spawnType
* @readOnly
*/
this.spawnType = null;
/**
* A reference to the emitter function specific to the spawn type.
* @property {Function} _spawnFunc
* @private
*/
this._spawnFunc = null;
/**
* A rectangle relative to spawnPos to spawn particles inside if the spawn type is "rect".
* @property {PIXI.Rectangle} spawnRect
*/
this.spawnRect = null;
/**
* A circle relative to spawnPos to spawn particles inside if the spawn type is "circle".
* @property {PIXI.Circle} spawnCircle
*/
this.spawnCircle = null;
/**
* Number of particles to spawn each wave in a burst.
* @property {int} particlesPerWave
* @default 1
*/
this.particlesPerWave = 1;
/**
* Spacing between particles in a burst. 0 gives a random angle for each particle.
* @property {Number} particleSpacing
* @default 0
*/
this.particleSpacing = 0;
/**
* Angle at which to start spawning particles in a burst.
* @property {Number} angleStart
* @default 0
*/
this.angleStart = 0;
/**
* Rotation of the emitter or emitter's owner in degrees. This is added to
* the calculated spawn angle.
* To change this, use rotate().
* @property {Number} rotation
* @default 0
* @readOnly
*/
this.rotation = 0;
/**
* The world position of the emitter's owner, to add spawnPos to when
* spawning particles. To change this, use updateOwnerPos().
* @property {PIXI.Point} ownerPos
* @default {x:0, y:0}
* @readOnly
*/
this.ownerPos = null;
/**
* The origin + spawnPos in the previous update, so that the spawn position
* can be interpolated to space out particles better.
* @property {PIXI.Point} _prevEmitterPos
* @private
*/
this._prevEmitterPos = null;
/**
* If _prevEmitterPos is valid, to prevent interpolation on the first update
* @property {Boolean} _prevPosIsValid
* @private
* @default false
*/
this._prevPosIsValid = false;
/**
* If either ownerPos or spawnPos has changed since the previous update.
* @property {Boolean} _posChanged
*/
this._posChanged = false;
/**
* If the parent is a ParticleContainer from Pixi V3
* @property {Boolean} _parentIsPC
* @private
*/
this._parentIsPC = false;
/**
* The display object to add particles to.
* @property {PIXI.DisplayObjectContainer} _parent
* @private
*/
this._parent = null;
/**
* If particles should be added at the back of the display list instead of the front.
* @property {Boolean} addAtBack
*/
this.addAtBack = false;
/**
* If particles should be emitted during update() calls. Setting this to false
* stops new particles from being created, but allows existing ones to die out.
* @property {Boolean} _emit
* @private
*/
this._emit = false;
/**
* The timer for when to spawn particles in seconds, where numbers less
* than 0 mean that particles should be spawned.
* @property {Number} _spawnTimer
* @private
*/
this._spawnTimer = 0;
/**
* The life of the emitter in seconds.
* @property {Number} _emitterLife
* @private
*/
this._emitterLife = -1;
/**
* The particles that are active and on the display list.
* @property {Array} _activeParticles
* @private
*/
this._activeParticles = [];
/**
* The particles that are not currently being used.
* @property {Array} _pool
* @private
*/
this._pool = [];
/**
* Extra data storage for particle subclasses to share things that have been
* generated from configuration data.
* @property {Object} _sharedExtraData
* @private
*/
this._sharedExtraData = null;
//set the initial parent
this.parent = particleParent;
if(particleImages && config)
this.init(particleImages, config);
//save often used functions on the instance instead of the prototype for better speed
this.recycle = this.recycle;
this.update = this.update;
this.rotate = this.rotate;
this.updateSpawnPos = this.updateSpawnPos;
this.updateOwnerPos = this.updateOwnerPos;
};
// Reference to the prototype
var p = Emitter.prototype = {};
var helperPoint = new PIXI.Point();
/**
* The constructor used to create new particles. The default is
* the built in Particle class. Setting this will dump any active or
* pooled particles, if the emitter has already been used.
* @property {Function} particleConstructor
*/
Object.defineProperty(p, "particleConstructor",
{
get: function() { return this._particleConstructor; },
set: function(value)
{
if(value != this._particleConstructor)
{
this._particleConstructor = value;
this.cleanup();
if(this._activeParticles.length)
this._activeParticles.length = 0;
if(this._pool.length)
this._pool.length = 0;
}
}
});
/**
* The display object to add particles to. Settings this will dump any active particles.
* @property {PIXI.DisplayObjectContainer} parent
*/
Object.defineProperty(p, "parent",
{
get: function() { return this._parent; },
set: function(value)
{
this.cleanup();
this._parent = value;
this._parentIsPC = ParticleContainer && value && value instanceof ParticleContainer;
}
});
/**
* Sets up the emitter based on the config settings.
* @method init
* @param {Array|PIXI.Texture} particleImages A texture or array of textures to
* use for the particles.
* @param {Object} config A configuration object containing settings for the emitter.
*/
p.init = function(particleImages, config)
{
if(!particleImages || !config)
return;
//clean up any existing particles
this.cleanup();
//set up the array of textures
this.particleImages = particleImages instanceof PIXI.Texture ?
[particleImages] :
particleImages;
//particles from different base textures will be slower in WebGL than if they
//were from one spritesheet
if(true && this.particleImages.length > 1)
{
for(var i = this.particleImages.length - 1; i > 0; --i)
{
if(this.particleImages[i].baseTexture != this.particleImages[i - 1].baseTexture)
{
if (window.console)
console.warn("PixiParticles: using particle textures from different images may hinder performance in WebGL");
break;
}
}
}
///////////////////////////
// Particle Properties //
///////////////////////////
//set up the alpha
if (config.alpha)
{
this.startAlpha = config.alpha.start;
this.endAlpha = config.alpha.end;
}
else
this.startAlpha = this.endAlpha = 1;
//set up the speed
if (config.speed)
{
this.startSpeed = config.speed.start;
this.endSpeed = config.speed.end;
}
else
this.startSpeed = this.endSpeed = 0;
var acceleration = config.acceleration;
if(acceleration && (acceleration.x || acceleration.y))
{
this.endSpeed = this.startSpeed;
this.acceleration = new PIXI.Point(acceleration.x, acceleration.y);
}
else
this.acceleration = null;
//set up the scale
if (config.scale)
{
this.startScale = config.scale.start;
this.endScale = config.scale.end;
this.minimumScaleMultiplier = config.scale.minimumScaleMultiplier || 1;
}
else
this.startScale = this.endScale = this.minimumScaleMultiplier = 1;
//set up the color
if (config.color)
{
this.startColor = ParticleUtils.hexToRGB(config.color.start);
//if it's just one color, only use the start color
if (config.color.start != config.color.end)
{
this.endColor = ParticleUtils.hexToRGB(config.color.end);
}
else
this.endColor = null;
}
//set up the start rotation
if (config.startRotation)
{
this.minStartRotation = config.startRotation.min;
this.maxStartRotation = config.startRotation.max;
}
else
this.minStartRotation = this.maxStartRotation = 0;
//set up the rotation speed
if (config.rotationSpeed)
{
this.minRotationSpeed = config.rotationSpeed.min;
this.maxRotationSpeed = config.rotationSpeed.max;
}
else
this.minRotationSpeed = this.maxRotationSpeed = 0;
//set up the lifetime
this.minLifetime = config.lifetime.min;
this.maxLifetime = config.lifetime.max;
//get the blend mode
this.particleBlendMode = ParticleUtils.getBlendMode(config.blendMode);
//use the custom ease if provided
if (config.ease)
{
this.customEase = typeof config.ease == "function" ?
config.ease :
ParticleUtils.generateEase(config.ease);
}
else
this.customEase = null;
this.extraData = config.extraData || null;
this._sharedExtraData = {};
//////////////////////////
// Emitter Properties //
//////////////////////////
//reset spawn type specific settings
this.spawnRect = this.spawnCircle = null;
this.particlesPerWave = 1;
this.particleSpacing = 0;
this.angleStart = 0;
var spawnCircle;
//determine the spawn function to use
switch(config.spawnType)
{
case "rect":
this.spawnType = "rect";
this._spawnFunc = this._spawnRect;
var spawnRect = config.spawnRect;
this.spawnRect = new PIXI.Rectangle(spawnRect.x, spawnRect.y, spawnRect.w, spawnRect.h);
break;
case "circle":
this.spawnType = "circle";
this._spawnFunc = this._spawnCircle;
spawnCircle = config.spawnCircle;
this.spawnCircle = new PIXI.Circle(spawnCircle.x, spawnCircle.y, spawnCircle.r);
break;
case "ring":
this.spawnType = "ring";
this._spawnFunc = this._spawnRing;
spawnCircle = config.spawnCircle;
this.spawnCircle = new PIXI.Circle(spawnCircle.x, spawnCircle.y, spawnCircle.r);
this.spawnCircle.minRadius = spawnCircle.minR;
break;
case "burst":
this.spawnType = "burst";
this._spawnFunc = this._spawnBurst;
this.particlesPerWave = config.particlesPerWave;
this.particleSpacing = config.particleSpacing;
this.angleStart = config.angleStart ? config.angleStart : 0;
break;
case "point":
this.spawnType = "point";
this._spawnFunc = this._spawnPoint;
break;
default:
this.spawnType = "point";
this._spawnFunc = this._spawnPoint;
break;
}
//set the spawning frequency
this.frequency = config.frequency;
//set the emitter lifetime
this.emitterLifetime = config.emitterLifetime || -1;
//set the max particles
this.maxParticles = config.maxParticles > 0 ? config.maxParticles : 1000;
//determine if we should add the particle at the back of the list or not
this.addAtBack = !!config.addAtBack;
//reset the emitter position and rotation variables
this.rotation = 0;
this.ownerPos = new PIXI.Point();
this.spawnPos = new PIXI.Point(config.pos.x, config.pos.y);
this._prevEmitterPos = this.spawnPos.clone();
//previous emitter position is invalid and should not be used for interpolation
this._prevPosIsValid = false;
//start emitting
this._spawnTimer = 0;
this.emit = true;
};
/**
* Recycles an individual particle.
* @method recycle
* @param {Particle} particle The particle to recycle.
*/
p.recycle = function(particle)
{
var index = this._activeParticles.indexOf(particle);
//pop is preferrable to slice, so always pop the particles off the end
if(index < this._activeParticles.length - 1)
this._activeParticles[index] = this._activeParticles[this._activeParticles.length - 1];
this._activeParticles.pop();
//readd to pool
this._pool.push(particle);
//remove child from display, or make it invisible if it is in a ParticleContainer
if(this._parentIsPC)
{
particle.alpha = 0;
particle.visible = false;
}
else
{
if(particle.parent)
particle.parent.removeChild(particle);
}
};
/**
* Sets the rotation of the emitter to a new value.
* @method rotate
* @param {Number} newRot The new rotation, in degrees.
*/
p.rotate = function(newRot)
{
if (this.rotation == newRot) return;
//caclulate the difference in rotation for rotating spawnPos
var diff = newRot - this.rotation;
this.rotation = newRot;
//rotate spawnPos
ParticleUtils.rotatePoint(diff, this.spawnPos);
//mark the position as having changed
this._posChanged = true;
};
/**
* Changes the spawn position of the emitter.
* @method updateSpawnPos
* @param {Number} x The new x value of the spawn position for the emitter.
* @param {Number} y The new y value of the spawn position for the emitter.
*/
p.updateSpawnPos = function(x, y)
{
this._posChanged = true;
this.spawnPos.x = x;
this.spawnPos.y = y;
};
/**
* Changes the position of the emitter's owner. You should call this if you are adding
* particles to the world display object that your emitter's owner is moving around in.
* @method updateOwnerPos
* @param {Number} x The new x value of the emitter's owner.
* @param {Number} y The new y value of the emitter's owner.
*/
p.updateOwnerPos = function(x, y)
{
this._posChanged = true;
this.ownerPos.x = x;
this.ownerPos.y = y;
};
/**
* Prevents emitter position interpolation in the next update.
* This should be used if you made a major position change of your emitter's owner
* that was not normal movement.
* @method resetPositionTracking
*/
p.resetPositionTracking = function()
{
this._prevPosIsValid = false;
};
/**
* If particles should be emitted during update() calls. Setting this to false
* stops new particles from being created, but allows existing ones to die out.
* @property {Boolean} emit
*/
Object.defineProperty(p, "emit",
{
get: function() { return this._emit; },
set: function(value)
{
this._emit = !!value;
this._emitterLife = this.emitterLifetime;
}
});
/**
* Updates all particles spawned by this emitter and emits new ones.
* @method update
* @param {Number} delta Time elapsed since the previous frame, in __seconds__.
*/
p.update = function(delta)
{
//update existing particles
var i, _activeParticles = this._activeParticles;
for(i = _activeParticles.length - 1; i >= 0; --i)
_activeParticles[i].update(delta);
var prevX, prevY;
//if the previous position is valid, store these for later interpolation
if(this._prevPosIsValid)
{
prevX = this._prevEmitterPos.x;
prevY = this._prevEmitterPos.y;
}
//store current position of the emitter as local variables
var curX = this.ownerPos.x + this.spawnPos.x;
var curY = this.ownerPos.y + this.spawnPos.y;
//spawn new particles
if (this.emit)
{
//decrease spawn timer
this._spawnTimer -= delta;
//while _spawnTimer < 0, we have particles to spawn
while(this._spawnTimer <= 0)
{
//determine if the emitter should stop spawning
if(this._emitterLife > 0)
{
this._emitterLife -= this.frequency;
if(this._emitterLife <= 0)
{
this._spawnTimer = 0;
this._emitterLife = 0;
this.emit = false;
break;
}
}
//determine if we have hit the particle limit
if(this._activeParticles.length >= this.maxParticles)
{
this._spawnTimer += this.frequency;
continue;
}
//determine the particle lifetime
var lifetime;
if (this.minLifetime == this.maxLifetime)
lifetime = this.minLifetime;
else
lifetime = Math.random() * (this.maxLifetime - this.minLifetime) + this.minLifetime;
//only make the particle if it wouldn't immediately destroy itself
if(-this._spawnTimer < lifetime)
{
//If the position has changed and this isn't the first spawn,
//interpolate the spawn position
var emitPosX, emitPosY;
if (this._prevPosIsValid && this._posChanged)
{
//1 - _spawnTimer / delta, but _spawnTimer is negative
var lerp = 1 + this._spawnTimer / delta;
emitPosX = (curX - prevX) * lerp + prevX;
emitPosY = (curY - prevY) * lerp + prevY;
}
else//otherwise just set to the spawn position
{
emitPosX = curX;
emitPosY = curY;
}
//create enough particles to fill the wave (non-burst types have a wave of 1)
i = 0;
for(var len = Math.min(this.particlesPerWave, this.maxParticles - this._activeParticles.length); i < len; ++i)
{
//create particle
var p = this._pool.length ?
this._pool.pop() :
new this.particleConstructor(this);
//set a random texture if we have more than one
if(this.particleImages.length > 1)
{
p.applyArt(this.particleImages.random());
}
else
{
//if they are actually the same texture, a standard particle
//will quit early from the texture setting in setTexture().
p.applyArt(this.particleImages[0]);
}
//set up the start and end values
p.startAlpha = this.startAlpha;
p.endAlpha = this.endAlpha;
p.startSpeed = this.startSpeed;
p.endSpeed = this.endSpeed;
p.acceleration = this.acceleration;
if(this.minimumScaleMultiplier != 1)
{
var rand = Math.random() * (1 - this.minimumScaleMultiplier) + this.minimumScaleMultiplier;
p.startScale = this.startScale * rand;
p.endScale = this.endScale * rand;
}
else
{
p.startScale = this.startScale;
p.endScale = this.endScale;
}
p.startColor = this.startColor;
p.endColor = this.endColor;
//randomize the rotation speed
if(this.minRotationSpeed == this.maxRotationSpeed)
p.rotationSpeed = this.minRotationSpeed;
else
p.rotationSpeed = Math.random() * (this.maxRotationSpeed - this.minRotationSpeed) + this.minRotationSpeed;
//set up the lifetime
p.maxLife = lifetime;
//set the blend mode
p.blendMode = this.particleBlendMode;
//set the custom ease, if any
p.ease = this.customEase;
//set the extra data, if any
p.extraData = this.extraData;
//call the proper function to handle rotation and position of particle
this._spawnFunc(p, emitPosX, emitPosY, i);
//initialize particle
p.init();
//update the particle by the time passed, so the particles are spread out properly
p.update(-this._spawnTimer);//we want a positive delta, because a negative delta messes things up
//add the particle to the display list
if(!this._parentIsPC || !p.parent)
{
if (this.addAtBack)
this._parent.addChildAt(p, 0);
else
this._parent.addChild(p);
}
else
{
//shuffle children to correct place
var children = this._parent.children;
//avoid using splice if possible
var index = children.indexOf(p);
if(index < 1)
children.shift();
else if(index == children.length - 1)
children.pop();
else
children.splice(index, 1);
if(this.addAtBack)
children.unshift(p);
else
children.push(p);
}
//add particle to list of active particles
_activeParticles.push(p);
}
}
//increase timer and continue on to any other particles that need to be created
this._spawnTimer += this.frequency;
}
}
//if the position changed before this update, then keep track of that
if(this._posChanged)
{
this._prevEmitterPos.x = curX;
this._prevEmitterPos.y = curY;
this._prevPosIsValid = true;
this._posChanged = false;
}
};
/**
* Positions a particle for a point type emitter.
* @method _spawnPoint
* @private
* @param {Particle} p The particle to position and rotate.
* @param {Number} emitPosX The emitter's x position
* @param {Number} emitPosY The emitter's y position
* @param {int} i The particle number in the current wave. Not used for this function.
*/
p._spawnPoint = function(p, emitPosX, emitPosY, i)
{
//set the initial rotation/direction of the particle based on
//starting particle angle and rotation of emitter
if (this.minStartRotation == this.maxStartRotation)
p.rotation = this.minStartRotation + this.rotation;
else
p.rotation = Math.random() * (this.maxStartRotation - this.minStartRotation) + this.minStartRotation + this.rotation;
//drop the particle at the emitter's position
p.position.x = emitPosX;
p.position.y = emitPosY;
};
/**
* Positions a particle for a rectangle type emitter.
* @method _spawnRect
* @private
* @param {Particle} p The particle to position and rotate.
* @param {Number} emitPosX The emitter's x position
* @param {Number} emitPosY The emitter's y position
* @param {int} i The particle number in the current wave. Not used for this function.
*/
p._spawnRect = function(p, emitPosX, emitPosY, i)
{
//set the initial rotation/direction of the particle based on starting
//particle angle and rotation of emitter
if (this.minStartRotation == this.maxStartRotation)
p.rotation = this.minStartRotation + this.rotation;
else
p.rotation = Math.random() * (this.maxStartRotation - this.minStartRotation) + this.minStartRotation + this.rotation;
//place the particle at a random point in the rectangle
helperPoint.x = Math.random() * this.spawnRect.width + this.spawnRect.x;
helperPoint.y = Math.random() * this.spawnRect.height + this.spawnRect.y;
if(this.rotation !== 0)
ParticleUtils.rotatePoint(this.rotation, helperPoint);
p.position.x = emitPosX + helperPoint.x;
p.position.y = emitPosY + helperPoint.y;
};
/**
* Positions a particle for a circle type emitter.
* @method _spawnCircle
* @private
* @param {Particle} p The particle to position and rotate.
* @param {Number} emitPosX The emitter's x position
* @param {Number} emitPosY The emitter's y position
* @param {int} i The particle number in the current wave. Not used for this function.
*/
p._spawnCircle = function(p, emitPosX, emitPosY, i)
{
//set the initial rotation/direction of the particle based on starting
//particle angle and rotation of emitter
if (this.minStartRotation == this.maxStartRotation)
p.rotation = this.minStartRotation + this.rotation;
else
p.rotation = Math.random() * (this.maxStartRotation - this.minStartRotation) +
this.minStartRotation + this.rotation;
//place the particle at a random radius in the circle
helperPoint.x = Math.random() * this.spawnCircle.radius;
helperPoint.y = 0;
//rotate the point to a random angle in the circle
ParticleUtils.rotatePoint(Math.random() * 360, helperPoint);
//offset by the circle's center
helperPoint.x += this.spawnCircle.x;
helperPoint.y += this.spawnCircle.y;
//rotate the point by the emitter's rotation
if(this.rotation !== 0)
ParticleUtils.rotatePoint(this.rotation, helperPoint);
//set the position, offset by the emitter's position
p.position.x = emitPosX + helperPoint.x;
p.position.y = emitPosY + helperPoint.y;
};
/**
* Positions a particle for a ring type emitter.
* @method _spawnRing
* @private
* @param {Particle} p The particle to position and rotate.
* @param {Number} emitPosX The emitter's x position
* @param {Number} emitPosY The emitter's y position
* @param {int} i The particle number in the current wave. Not used for this function.
*/
p._spawnRing = function(p, emitPosX, emitPosY, i)
{
var spawnCircle = this.spawnCircle;
//set the initial rotation/direction of the particle based on starting
//particle angle and rotation of emitter
if (this.minStartRotation == this.maxStartRotation)
p.rotation = this.minStartRotation + this.rotation;
else
p.rotation = Math.random() * (this.maxStartRotation - this.minStartRotation) +
this.minStartRotation + this.rotation;
//place the particle at a random radius in the ring
if(spawnCircle.minRadius == spawnCircle.radius)
{
helperPoint.x = Math.random() * (spawnCircle.radius - spawnCircle.minRadius) +
spawnCircle.minRadius;
}
else
helperPoint.x = spawnCircle.radius;
helperPoint.y = 0;
//rotate the point to a random angle in the circle
var angle = Math.random() * 360;
p.rotation += angle;
ParticleUtils.rotatePoint(angle, helperPoint);
//offset by the circle's center
helperPoint.x += this.spawnCircle.x;
helperPoint.y += this.spawnCircle.y;
//rotate the point by the emitter's rotation
if(this.rotation !== 0)
ParticleUtils.rotatePoint(this.rotation, helperPoint);
//set the position, offset by the emitter's position
p.position.x = emitPosX + helperPoint.x;
p.position.y = emitPosY + helperPoint.y;
};
/**
* Positions a particle for a burst type emitter.
* @method _spawnBurst
* @private
* @param {Particle} p The particle to position and rotate.
* @param {Number} emitPosX The emitter's x position
* @param {Number} emitPosY The emitter's y position
* @param {int} i The particle number in the current wave.
*/
p._spawnBurst = function(p, emitPosX, emitPosY, i)
{
//set the initial rotation/direction of the particle based on spawn
//angle and rotation of emitter
if(this.particleSpacing === 0)
p.rotation = Math.random() * 360;
else
p.rotation = this.angleStart + (this.particleSpacing * i) + this.rotation;
//drop the particle at the emitter's position
p.position.x = emitPosX;
p.position.y = emitPosY;
};
/**
* Kills all active particles immediately.
* @method cleanup
*/
p.cleanup = function()
{
for (var i = this._activeParticles.length - 1; i >= 0; --i)
{
var particle = this._activeParticles[i];
this.recycle(particle);
if(particle.parent)
particle.parent.removeChild(particle);
}
};
/**
* Destroys the emitter and all of its particles.
* @method destroy
*/
p.destroy = function()
{
this.cleanup();
for(var i = this._pool.length - 1; i >= 0; --i)
{
this._pool[i].destroy();
}
this._pool = null;
this._activeParticles = null;
this._parent = null;
this.particleImages = null;
this.spawnPos = null;
this.ownerPos = null;
this.startColor = null;
this.endColor = null;
this.customEase = null;
};
cloudkid.Emitter = Emitter;
}(cloudkid));