1915 lines
81 KiB
JavaScript
Executable File
1915 lines
81 KiB
JavaScript
Executable File
/*!
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* pixi-particles - v3.1.0
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* Compiled Wed, 29 Aug 2018 15:47:46 UTC
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*
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* pixi-particles is licensed under the MIT License.
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* http://www.opensource.org/licenses/mit-license
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*/
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(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.pixiParticles = f()}})(function(){var define,module,exports;return (function(){function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s}return e})()({1:[function(_dereq_,module,exports){
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"use strict";
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var __extends = (this && this.__extends) || (function () {
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var extendStatics = Object.setPrototypeOf ||
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({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
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return function (d, b) {
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extendStatics(d, b);
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function __() { this.constructor = d; }
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d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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};
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})();
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Object.defineProperty(exports, "__esModule", { value: true });
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var Particle_1 = _dereq_("./Particle");
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var Texture = PIXI.Texture;
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/**
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* An individual particle image with an animation. Art data passed to the emitter must be
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* formatted in a particular way for AnimatedParticle to be able to handle it:
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*
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* {
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* //framerate is required. It is the animation speed of the particle in frames per
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* //second.
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* //A value of "matchLife" causes the animation to match the lifetime of an individual
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* //particle, instead of at a constant framerate. This causes the animation to play
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* //through one time, completing when the particle expires.
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* framerate: 6,
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* //loop is optional, and defaults to false.
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* loop: true,
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* //textures is required, and can be an array of any (non-zero) length.
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* textures: [
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* //each entry represents a single texture that should be used for one or more
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* //frames. Any strings will be converted to Textures with Texture.fromImage().
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* //Instances of PIXI.Texture will be used directly.
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* "animFrame1.png",
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* //entries can be an object with a 'count' property, telling AnimatedParticle to
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* //use that texture for 'count' frames sequentially.
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* {
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* texture: "animFrame2.png",
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* count: 3
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* },
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* "animFrame3.png"
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* ]
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* }
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*
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* @memberof PIXI.particles
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* @class AnimatedParticle
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* @extends PIXI.particles.Particle
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* @constructor
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* @param {PIXI.particles.Emitter} emitter The emitter that controls this AnimatedParticle.
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*/
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var AnimatedParticle = /** @class */ (function (_super) {
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__extends(AnimatedParticle, _super);
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function AnimatedParticle(emitter) {
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var _this = _super.call(this, emitter) || this;
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_this.textures = null;
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_this.duration = 0;
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_this.framerate = 0;
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_this.elapsed = 0;
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_this.loop = false;
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return _this;
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}
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/**
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* Initializes the particle for use, based on the properties that have to
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* have been set already on the particle.
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* @method PIXI.particles.AnimatedParticle#init
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*/
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AnimatedParticle.prototype.init = function () {
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this.Particle_init();
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this.elapsed = 0;
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//if the animation needs to match the particle's life, then cacluate variables
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if (this.framerate < 0) {
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this.duration = this.maxLife;
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this.framerate = this.textures.length / this.duration;
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}
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};
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/**
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* Sets the textures for the particle.
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* @method PIXI.particles.AnimatedParticle#applyArt
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* @param {Array} art An array of PIXI.Texture objects for this animated particle.
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*/
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AnimatedParticle.prototype.applyArt = function (art) {
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this.textures = art.textures;
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this.framerate = art.framerate;
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this.duration = art.duration;
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this.loop = art.loop;
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};
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/**
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* Updates the particle.
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* @method PIXI.particles.AnimatedParticle#update
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* @param {Number} delta Time elapsed since the previous frame, in __seconds__.
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*/
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AnimatedParticle.prototype.update = function (delta) {
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var lerp = this.Particle_update(delta);
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//only animate the particle if it is still alive
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if (lerp >= 0) {
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this.elapsed += delta;
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if (this.elapsed > this.duration) {
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//loop elapsed back around
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if (this.loop)
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this.elapsed = this.elapsed % this.duration;
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else
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this.elapsed = this.duration - 0.000001;
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}
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var frame = (this.elapsed * this.framerate + 0.0000001) | 0;
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this.texture = this.textures[frame] || PIXI.Texture.EMPTY;
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}
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return lerp;
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};
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/**
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* Destroys the particle, removing references and preventing future use.
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* @method PIXI.particles.AnimatedParticle#destroy
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*/
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AnimatedParticle.prototype.destroy = function () {
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this.Particle_destroy();
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this.textures = null;
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};
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/**
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* Checks over the art that was passed to the Emitter's init() function, to do any special
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* modifications to prepare it ahead of time.
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* @method PIXI.particles.AnimatedParticle.parseArt
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* @static
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* @param {Array} art The array of art data, properly formatted for AnimatedParticle.
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* @return {Array} The art, after any needed modifications.
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*/
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AnimatedParticle.parseArt = function (art) {
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var data, output, textures, tex, outTextures;
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var outArr = [];
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for (var i = 0; i < art.length; ++i) {
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data = art[i];
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outArr[i] = output = {};
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output.textures = outTextures = [];
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textures = data.textures;
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for (var j = 0; j < textures.length; ++j) {
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tex = textures[j];
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if (typeof tex == "string")
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outTextures.push(Texture.fromImage(tex));
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else if (tex instanceof Texture)
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outTextures.push(tex);
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else {
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var dupe = tex.count || 1;
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if (typeof tex.texture == "string")
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tex = Texture.fromImage(tex.texture);
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else
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tex = tex.texture;
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for (; dupe > 0; --dupe) {
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outTextures.push(tex);
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}
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}
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}
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//use these values to signify that the animation should match the particle life time.
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if (data.framerate == "matchLife") {
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//-1 means that it should be calculated
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output.framerate = -1;
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output.duration = 0;
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output.loop = false;
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}
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else {
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//determine if the animation should loop
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output.loop = !!data.loop;
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//get the framerate, default to 60
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output.framerate = data.framerate > 0 ? data.framerate : 60;
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//determine the duration
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output.duration = outTextures.length / output.framerate;
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}
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}
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return outArr;
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};
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return AnimatedParticle;
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}(Particle_1.default));
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exports.default = AnimatedParticle;
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},{"./Particle":3}],2:[function(_dereq_,module,exports){
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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var ParticleUtils_1 = _dereq_("./ParticleUtils");
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var Particle_1 = _dereq_("./Particle");
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var PropertyNode_1 = _dereq_("./PropertyNode");
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var ticker = PIXI.ticker.shared;
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var helperPoint = new PIXI.Point();
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/**
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* A particle emitter.
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* @memberof PIXI.particles
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* @class Emitter
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* @constructor
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* @param {PIXI.Container} particleParent The container to add the
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* particles to.
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* @param {Array|PIXI.Texture|String} [particleImages] A texture or array of textures to use
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* for the particles. Strings will be turned
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* into textures via Texture.fromImage().
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* @param {Object} [config] A configuration object containing settings for the emitter.
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* @param {Boolean} [config.emit=true] If config.emit is explicitly passed as false, the Emitter
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* will start disabled.
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* @param {Boolean} [config.autoUpdate=false] If config.emit is explicitly passed as true, the Emitter
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* will automatically call update via the PIXI shared ticker.
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*/
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var Emitter = /** @class */ (function () {
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function Emitter(particleParent, particleImages, config) {
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this._particleConstructor = Particle_1.default;
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//properties for individual particles
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this.particleImages = null;
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this.startAlpha = null;
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this.startSpeed = null;
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this.minimumSpeedMultiplier = 1;
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this.acceleration = null;
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this.maxSpeed = NaN;
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this.startScale = null;
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this.minimumScaleMultiplier = 1;
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this.startColor = null;
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this.minLifetime = 0;
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this.maxLifetime = 0;
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this.minStartRotation = 0;
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this.maxStartRotation = 0;
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this.noRotation = false;
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this.minRotationSpeed = 0;
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this.maxRotationSpeed = 0;
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this.particleBlendMode = 0;
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this.customEase = null;
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this.extraData = null;
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//properties for spawning particles
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this._frequency = 1;
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this.spawnChance = 1;
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this.maxParticles = 1000;
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this.emitterLifetime = -1;
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this.spawnPos = null;
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this.spawnType = null;
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this._spawnFunc = null;
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this.spawnRect = null;
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this.spawnCircle = null;
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this.particlesPerWave = 1;
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this.particleSpacing = 0;
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this.angleStart = 0;
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//emitter properties
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this.rotation = 0;
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this.ownerPos = null;
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this._prevEmitterPos = null;
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this._prevPosIsValid = false;
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this._posChanged = false;
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this._parent = null;
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this.addAtBack = false;
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this.particleCount = 0;
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this._emit = false;
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this._spawnTimer = 0;
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this._emitterLife = -1;
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this._activeParticlesFirst = null;
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this._activeParticlesLast = null;
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this._poolFirst = null;
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this._origConfig = null;
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this._origArt = null;
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this._autoUpdate = false;
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this._destroyWhenComplete = false;
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this._completeCallback = null;
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//set the initial parent
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this.parent = particleParent;
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if (particleImages && config)
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this.init(particleImages, config);
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//save often used functions on the instance instead of the prototype for better speed
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this.recycle = this.recycle;
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this.update = this.update;
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this.rotate = this.rotate;
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this.updateSpawnPos = this.updateSpawnPos;
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this.updateOwnerPos = this.updateOwnerPos;
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}
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Object.defineProperty(Emitter.prototype, "frequency", {
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/**
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* Time between particle spawns in seconds. If this value is not a number greater than 0,
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* it will be set to 1 (particle per second) to prevent infinite loops.
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* @member {Number} PIXI.particles.Emitter#frequency
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*/
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get: function () { return this._frequency; },
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set: function (value) {
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//do some error checking to prevent infinite loops
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if (typeof value == "number" && value > 0)
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this._frequency = value;
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else
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this._frequency = 1;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Emitter.prototype, "particleConstructor", {
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/**
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* The constructor used to create new particles. The default is
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* the built in Particle class. Setting this will dump any active or
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* pooled particles, if the emitter has already been used.
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* @member {Function} PIXI.particles.Emitter#particleConstructor
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*/
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get: function () { return this._particleConstructor; },
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set: function (value) {
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if (value != this._particleConstructor) {
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this._particleConstructor = value;
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//clean up existing particles
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this.cleanup();
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//scrap all the particles
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for (var particle = this._poolFirst; particle; particle = particle.next) {
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particle.destroy();
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}
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this._poolFirst = null;
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//re-initialize the emitter so that the new constructor can do anything it needs to
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if (this._origConfig && this._origArt)
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this.init(this._origArt, this._origConfig);
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}
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Emitter.prototype, "parent", {
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/**
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* The container to add particles to. Settings this will dump any active particles.
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* @member {PIXI.Container} PIXI.particles.Emitter#parent
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*/
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get: function () { return this._parent; },
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set: function (value) {
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this.cleanup();
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this._parent = value;
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},
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enumerable: true,
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configurable: true
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});
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/**
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* Sets up the emitter based on the config settings.
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* @method PIXI.particles.Emitter#init
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* @param {Array|PIXI.Texture} art A texture or array of textures to use for the particles.
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* @param {Object} config A configuration object containing settings for the emitter.
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*/
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Emitter.prototype.init = function (art, config) {
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if (!art || !config)
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return;
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//clean up any existing particles
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this.cleanup();
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//store the original config and particle images, in case we need to re-initialize
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//when the particle constructor is changed
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this._origConfig = config;
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this._origArt = art;
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//set up the array of data, also ensuring that it is an array
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art = Array.isArray(art) ? art.slice() : [art];
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//run the art through the particle class's parsing function
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var partClass = this._particleConstructor;
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this.particleImages = partClass.parseArt ? partClass.parseArt(art) : art;
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///////////////////////////
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// Particle Properties //
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///////////////////////////
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//set up the alpha
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if (config.alpha) {
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this.startAlpha = PropertyNode_1.default.createList(config.alpha);
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}
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else
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this.startAlpha = new PropertyNode_1.default(1, 0);
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//set up the speed
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if (config.speed) {
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this.startSpeed = PropertyNode_1.default.createList(config.speed);
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this.minimumSpeedMultiplier = config.speed.minimumSpeedMultiplier || 1;
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}
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else {
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this.minimumSpeedMultiplier = 1;
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this.startSpeed = new PropertyNode_1.default(0, 0);
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}
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//set up acceleration
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var acceleration = config.acceleration;
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if (acceleration && (acceleration.x || acceleration.y)) {
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//make sure we disable speed interpolation
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this.startSpeed.next = null;
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this.acceleration = new PIXI.Point(acceleration.x, acceleration.y);
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this.maxSpeed = config.maxSpeed || NaN;
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}
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else
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this.acceleration = new PIXI.Point();
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//set up the scale
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if (config.scale) {
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this.startScale = PropertyNode_1.default.createList(config.scale);
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this.minimumScaleMultiplier = config.scale.minimumScaleMultiplier || 1;
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}
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else {
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this.startScale = new PropertyNode_1.default(1, 0);
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this.minimumScaleMultiplier = 1;
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}
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//set up the color
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if (config.color) {
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this.startColor = PropertyNode_1.default.createList(config.color);
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}
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else {
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this.startColor = new PropertyNode_1.default({ r: 0xFF, g: 0xFF, b: 0xFF }, 0);
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}
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//set up the start rotation
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if (config.startRotation) {
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this.minStartRotation = config.startRotation.min;
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this.maxStartRotation = config.startRotation.max;
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}
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else
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this.minStartRotation = this.maxStartRotation = 0;
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if (config.noRotation &&
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(this.minStartRotation || this.maxStartRotation)) {
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this.noRotation = !!config.noRotation;
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}
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else
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this.noRotation = false;
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//set up the rotation speed
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if (config.rotationSpeed) {
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this.minRotationSpeed = config.rotationSpeed.min;
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this.maxRotationSpeed = config.rotationSpeed.max;
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}
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else
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this.minRotationSpeed = this.maxRotationSpeed = 0;
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//set up the lifetime
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this.minLifetime = config.lifetime.min;
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this.maxLifetime = config.lifetime.max;
|
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//get the blend mode
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this.particleBlendMode = ParticleUtils_1.default.getBlendMode(config.blendMode);
|
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//use the custom ease if provided
|
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if (config.ease) {
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this.customEase = typeof config.ease == "function" ?
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config.ease :
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ParticleUtils_1.default.generateEase(config.ease);
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}
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else
|
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this.customEase = null;
|
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//set up the extra data, running it through the particle class's parseData function.
|
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if (partClass.parseData)
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this.extraData = partClass.parseData(config.extraData);
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else
|
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this.extraData = config.extraData || null;
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//////////////////////////
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// Emitter Properties //
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//////////////////////////
|
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//reset spawn type specific settings
|
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this.spawnRect = this.spawnCircle = null;
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this.particlesPerWave = 1;
|
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if (config.particlesPerWave && config.particlesPerWave > 1)
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this.particlesPerWave = config.particlesPerWave;
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this.particleSpacing = 0;
|
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this.angleStart = 0;
|
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var spawnCircle;
|
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//determine the spawn function to use
|
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switch (config.spawnType) {
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case "rect":
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this.spawnType = "rect";
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this._spawnFunc = this._spawnRect;
|
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var spawnRect = config.spawnRect;
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this.spawnRect = new PIXI.Rectangle(spawnRect.x, spawnRect.y, spawnRect.w, spawnRect.h);
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break;
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case "circle":
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this.spawnType = "circle";
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this._spawnFunc = this._spawnCircle;
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spawnCircle = config.spawnCircle;
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this.spawnCircle = new PIXI.Circle(spawnCircle.x, spawnCircle.y, spawnCircle.r);
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break;
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case "ring":
|
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this.spawnType = "ring";
|
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this._spawnFunc = this._spawnRing;
|
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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.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;
|
|
this.spawnChance = (typeof config.spawnChance === 'number' && config.spawnChance > 0) ? config.spawnChance : 1;
|
|
//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 = config.emit === undefined ? true : !!config.emit;
|
|
this.autoUpdate = config.autoUpdate === undefined ? false : !!config.autoUpdate;
|
|
};
|
|
/**
|
|
* Recycles an individual particle.
|
|
* @method PIXI.particles.Emitter#recycle
|
|
* @param {Particle} particle The particle to recycle.
|
|
* @private
|
|
*/
|
|
Emitter.prototype.recycle = function (particle) {
|
|
if (particle.next)
|
|
particle.next.prev = particle.prev;
|
|
if (particle.prev)
|
|
particle.prev.next = particle.next;
|
|
if (particle == this._activeParticlesLast)
|
|
this._activeParticlesLast = particle.prev;
|
|
if (particle == this._activeParticlesFirst)
|
|
this._activeParticlesFirst = particle.next;
|
|
//add to pool
|
|
particle.prev = null;
|
|
particle.next = this._poolFirst;
|
|
this._poolFirst = particle;
|
|
//remove child from display, or make it invisible if it is in a ParticleContainer
|
|
if (particle.parent)
|
|
particle.parent.removeChild(particle);
|
|
//decrease count
|
|
--this.particleCount;
|
|
};
|
|
/**
|
|
* Sets the rotation of the emitter to a new value.
|
|
* @method PIXI.particles.Emitter#rotate
|
|
* @param {Number} newRot The new rotation, in degrees.
|
|
*/
|
|
Emitter.prototype.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_1.default.rotatePoint(diff, this.spawnPos);
|
|
//mark the position as having changed
|
|
this._posChanged = true;
|
|
};
|
|
/**
|
|
* Changes the spawn position of the emitter.
|
|
* @method PIXI.particles.Emitter#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.
|
|
*/
|
|
Emitter.prototype.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 container that your emitter's owner is moving around in.
|
|
* @method PIXI.particles.Emitter#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.
|
|
*/
|
|
Emitter.prototype.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 PIXI.particles.Emitter#resetPositionTracking
|
|
*/
|
|
Emitter.prototype.resetPositionTracking = function () {
|
|
this._prevPosIsValid = false;
|
|
};
|
|
Object.defineProperty(Emitter.prototype, "emit", {
|
|
/**
|
|
* 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.
|
|
* @member {Boolean} PIXI.particles.Emitter#emit
|
|
*/
|
|
get: function () { return this._emit; },
|
|
set: function (value) {
|
|
this._emit = !!value;
|
|
this._emitterLife = this.emitterLifetime;
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
;
|
|
Object.defineProperty(Emitter.prototype, "autoUpdate", {
|
|
/**
|
|
* If the update function is called automatically from the shared ticker.
|
|
* Setting this to false requires calling the update function manually.
|
|
* @member {Boolean} PIXI.particles.Emitter#autoUpdate
|
|
*/
|
|
get: function () { return this._autoUpdate; },
|
|
set: function (value) {
|
|
if (this._autoUpdate && !value) {
|
|
ticker.remove(this.update, this);
|
|
}
|
|
else if (!this._autoUpdate && value) {
|
|
ticker.add(this.update, this);
|
|
}
|
|
this._autoUpdate = !!value;
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
/**
|
|
* Starts emitting particles, sets autoUpdate to true, and sets up the Emitter to destroy itself
|
|
* when particle emission is complete.
|
|
* @method PIXI.particles.Emitter#playOnceAndDestroy
|
|
* @param {Function} [callback] Callback for when emission is complete (all particles have died off)
|
|
*/
|
|
Emitter.prototype.playOnceAndDestroy = function (callback) {
|
|
this.autoUpdate = true;
|
|
this.emit = true;
|
|
this._destroyWhenComplete = true;
|
|
this._completeCallback = callback;
|
|
};
|
|
/**
|
|
* Starts emitting particles and optionally calls a callback when particle emission is complete.
|
|
* @method PIXI.particles.Emitter#playOnce
|
|
* @param {Function} [callback] Callback for when emission is complete (all particles have died off)
|
|
*/
|
|
Emitter.prototype.playOnce = function (callback) {
|
|
this.emit = true;
|
|
this._completeCallback = callback;
|
|
};
|
|
/**
|
|
* Updates all particles spawned by this emitter and emits new ones.
|
|
* @method PIXI.particles.Emitter#update
|
|
* @param {Number} delta Time elapsed since the previous frame, in __seconds__.
|
|
*/
|
|
Emitter.prototype.update = function (delta) {
|
|
if (this._autoUpdate) {
|
|
delta = delta / PIXI.settings.TARGET_FPMS / 1000;
|
|
}
|
|
//if we don't have a parent to add particles to, then don't do anything.
|
|
//this also works as a isDestroyed check
|
|
if (!this._parent)
|
|
return;
|
|
//update existing particles
|
|
var i, particle, next;
|
|
for (particle = this._activeParticlesFirst; particle; particle = next) {
|
|
next = particle.next;
|
|
particle.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 < 0 ? 0 : 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.particleCount >= this.maxParticles) {
|
|
this._spawnTimer += this._frequency;
|
|
continue;
|
|
}
|
|
//determine the particle lifetime
|
|
var lifetime = void 0;
|
|
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 = void 0, emitPosY = void 0;
|
|
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 {
|
|
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.particleCount); i < len; ++i) {
|
|
//see if we actually spawn one
|
|
if (this.spawnChance < 1 && Math.random() >= this.spawnChance)
|
|
continue;
|
|
//create particle
|
|
var p = void 0;
|
|
if (this._poolFirst) {
|
|
p = this._poolFirst;
|
|
this._poolFirst = this._poolFirst.next;
|
|
p.next = null;
|
|
}
|
|
else {
|
|
p = new this.particleConstructor(this);
|
|
}
|
|
//set a random texture if we have more than one
|
|
if (this.particleImages.length > 1) {
|
|
p.applyArt(this.particleImages[Math.floor(Math.random() * this.particleImages.length)]);
|
|
}
|
|
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.alphaList.reset(this.startAlpha);
|
|
if (this.minimumSpeedMultiplier != 1) {
|
|
p.speedMultiplier = Math.random() * (1 - this.minimumSpeedMultiplier) + this.minimumSpeedMultiplier;
|
|
}
|
|
p.speedList.reset(this.startSpeed);
|
|
p.acceleration.x = this.acceleration.x;
|
|
p.acceleration.y = this.acceleration.y;
|
|
p.maxSpeed = this.maxSpeed;
|
|
if (this.minimumScaleMultiplier != 1) {
|
|
p.scaleMultiplier = Math.random() * (1 - this.minimumScaleMultiplier) + this.minimumScaleMultiplier;
|
|
}
|
|
p.scaleList.reset(this.startScale);
|
|
p.colorList.reset(this.startColor);
|
|
//randomize the rotation speed
|
|
if (this.minRotationSpeed == this.maxRotationSpeed)
|
|
p.rotationSpeed = this.minRotationSpeed;
|
|
else
|
|
p.rotationSpeed = Math.random() * (this.maxRotationSpeed - this.minRotationSpeed) + this.minRotationSpeed;
|
|
p.noRotation = this.noRotation;
|
|
//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 (!p.parent) {
|
|
if (this.addAtBack)
|
|
this._parent.addChildAt(p, 0);
|
|
else
|
|
this._parent.addChild(p);
|
|
}
|
|
else {
|
|
//kind of hacky, but performance friendly
|
|
//shuffle children to correct place
|
|
var children = this._parent.children;
|
|
//avoid using splice if possible
|
|
if (children[0] == p)
|
|
children.shift();
|
|
else if (children[children.length - 1] == p)
|
|
children.pop();
|
|
else {
|
|
var index = children.indexOf(p);
|
|
children.splice(index, 1);
|
|
}
|
|
if (this.addAtBack)
|
|
children.unshift(p);
|
|
else
|
|
children.push(p);
|
|
}
|
|
//add particle to list of active particles
|
|
if (this._activeParticlesLast) {
|
|
this._activeParticlesLast.next = p;
|
|
p.prev = this._activeParticlesLast;
|
|
this._activeParticlesLast = p;
|
|
}
|
|
else {
|
|
this._activeParticlesLast = this._activeParticlesFirst = p;
|
|
}
|
|
++this.particleCount;
|
|
}
|
|
}
|
|
//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;
|
|
}
|
|
//if we are all done and should destroy ourselves, take care of that
|
|
if (!this._emit && !this._activeParticlesFirst) {
|
|
if (this._completeCallback) {
|
|
this._completeCallback();
|
|
}
|
|
if (this._destroyWhenComplete) {
|
|
this.destroy();
|
|
}
|
|
}
|
|
};
|
|
/**
|
|
* Positions a particle for a point type emitter.
|
|
* @method PIXI.particles.Emitter#_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.
|
|
*/
|
|
Emitter.prototype._spawnPoint = function (p, emitPosX, emitPosY) {
|
|
//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 PIXI.particles.Emitter#_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.
|
|
*/
|
|
Emitter.prototype._spawnRect = function (p, emitPosX, emitPosY) {
|
|
//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_1.default.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 PIXI.particles.Emitter#_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.
|
|
*/
|
|
Emitter.prototype._spawnCircle = function (p, emitPosX, emitPosY) {
|
|
//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_1.default.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_1.default.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 PIXI.particles.Emitter#_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.
|
|
*/
|
|
Emitter.prototype._spawnRing = function (p, emitPosX, emitPosY) {
|
|
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_1.default.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_1.default.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 PIXI.particles.Emitter#_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.
|
|
*/
|
|
Emitter.prototype._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 PIXI.particles.Emitter#cleanup
|
|
*/
|
|
Emitter.prototype.cleanup = function () {
|
|
var particle, next;
|
|
for (particle = this._activeParticlesFirst; particle; particle = next) {
|
|
next = particle.next;
|
|
this.recycle(particle);
|
|
if (particle.parent)
|
|
particle.parent.removeChild(particle);
|
|
}
|
|
this._activeParticlesFirst = this._activeParticlesLast = null;
|
|
this.particleCount = 0;
|
|
};
|
|
/**
|
|
* Destroys the emitter and all of its particles.
|
|
* @method PIXI.particles.Emitter#destroy
|
|
*/
|
|
Emitter.prototype.destroy = function () {
|
|
//make sure we aren't still listening to any tickers
|
|
this.autoUpdate = false;
|
|
//puts all active particles in the pool, and removes them from the particle parent
|
|
this.cleanup();
|
|
//wipe the pool clean
|
|
var next;
|
|
for (var particle = this._poolFirst; particle; particle = next) {
|
|
//store next value so we don't lose it in our destroy call
|
|
next = particle.next;
|
|
particle.destroy();
|
|
}
|
|
this._poolFirst = this._parent = this.particleImages = this.spawnPos = this.ownerPos =
|
|
this.startColor = this.startScale = this.startAlpha = this.startSpeed =
|
|
this.customEase = this._completeCallback = null;
|
|
};
|
|
return Emitter;
|
|
}());
|
|
exports.default = Emitter;
|
|
|
|
},{"./Particle":3,"./ParticleUtils":4,"./PropertyNode":7}],3:[function(_dereq_,module,exports){
|
|
"use strict";
|
|
var __extends = (this && this.__extends) || (function () {
|
|
var extendStatics = Object.setPrototypeOf ||
|
|
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
|
|
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
|
|
return function (d, b) {
|
|
extendStatics(d, b);
|
|
function __() { this.constructor = d; }
|
|
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
|
|
};
|
|
})();
|
|
Object.defineProperty(exports, "__esModule", { value: true });
|
|
var ParticleUtils_1 = _dereq_("./ParticleUtils");
|
|
var PropertyList_1 = _dereq_("./PropertyList");
|
|
var Sprite = PIXI.Sprite;
|
|
/**
|
|
* An individual particle image. You shouldn't have to deal with these.
|
|
* @memberof PIXI.particles
|
|
* @class Particle
|
|
* @extends PIXI.Sprite
|
|
* @constructor
|
|
* @param {PIXI.particles.Emitter} emitter The emitter that controls this particle.
|
|
*/
|
|
var Particle = /** @class */ (function (_super) {
|
|
__extends(Particle, _super);
|
|
function Particle(emitter) {
|
|
var _this =
|
|
//start off the sprite with a blank texture, since we are going to replace it
|
|
//later when the particle is initialized.
|
|
_super.call(this) || this;
|
|
_this.emitter = emitter;
|
|
//particles should be centered
|
|
_this.anchor.x = _this.anchor.y = 0.5;
|
|
_this.velocity = new PIXI.Point();
|
|
_this.maxLife = 0;
|
|
_this.age = 0;
|
|
_this.ease = null;
|
|
_this.extraData = null;
|
|
_this.alphaList = new PropertyList_1.default();
|
|
_this.speedList = new PropertyList_1.default();
|
|
_this.speedMultiplier = 1;
|
|
/**
|
|
* Acceleration to apply to the particle.
|
|
* @property {PIXI.Point} accleration
|
|
*/
|
|
_this.acceleration = new PIXI.Point();
|
|
/**
|
|
* The maximum speed allowed for accelerating particles. Negative values, values of 0 or NaN
|
|
* will disable the maximum speed.
|
|
* @property {Number} maxSpeed
|
|
* @default NaN
|
|
*/
|
|
_this.maxSpeed = NaN;
|
|
/**
|
|
* The scale of the particle throughout its life.
|
|
* @property {PIXI.particles.PropertyList} scaleList
|
|
*/
|
|
_this.scaleList = new PropertyList_1.default();
|
|
/**
|
|
* A multiplier from 0-1 applied to the scale of the particle at all times.
|
|
* @property {number} scaleMultiplier
|
|
*/
|
|
_this.scaleMultiplier = 1;
|
|
/**
|
|
* The tint of the particle throughout its life.
|
|
* @property {PIXI.particles.PropertyList} colorList
|
|
*/
|
|
_this.colorList = new PropertyList_1.default(true);
|
|
/**
|
|
* 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 acceleration should be handled at all. _doSpeed is mutually exclusive with this,
|
|
* and _doSpeed gets priority.
|
|
* @property {Boolean} _doAcceleration
|
|
* @private
|
|
*/
|
|
_this._doAcceleration = 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;
|
|
/**
|
|
* Reference to the next particle in the list.
|
|
* @property {Particle} next
|
|
* @private
|
|
*/
|
|
_this.next = null;
|
|
/**
|
|
* Reference to the previous particle in the list.
|
|
* @property {Particle} prev
|
|
* @private
|
|
*/
|
|
_this.prev = null;
|
|
//save often used functions on the instance instead of the prototype for better speed
|
|
_this.init = _this.init;
|
|
_this.Particle_init = Particle.prototype.init;
|
|
_this.update = _this.update;
|
|
_this.Particle_update = Particle.prototype.update;
|
|
_this.Sprite_destroy = _super.prototype.destroy;
|
|
_this.Particle_destroy = Particle.prototype.destroy;
|
|
_this.applyArt = _this.applyArt;
|
|
_this.kill = _this.kill;
|
|
return _this;
|
|
}
|
|
/**
|
|
* Initializes the particle for use, based on the properties that have to
|
|
* have been set already on the particle.
|
|
* @method PIXI.particles.Particle#init
|
|
*/
|
|
Particle.prototype.init = function () {
|
|
//reset the age
|
|
this.age = 0;
|
|
//set up the velocity based on the start speed and rotation
|
|
this.velocity.x = this.speedList.current.value * this.speedMultiplier;
|
|
this.velocity.y = 0;
|
|
ParticleUtils_1.default.rotatePoint(this.rotation, this.velocity);
|
|
if (this.noRotation) {
|
|
this.rotation = 0;
|
|
}
|
|
else {
|
|
//convert rotation to Radians from Degrees
|
|
this.rotation *= ParticleUtils_1.default.DEG_TO_RADS;
|
|
}
|
|
//convert rotation speed to Radians from Degrees
|
|
this.rotationSpeed *= ParticleUtils_1.default.DEG_TO_RADS;
|
|
//set alpha to inital alpha
|
|
this.alpha = this.alphaList.current.value;
|
|
//set scale to initial scale
|
|
this.scale.x = this.scale.y = this.scaleList.current.value;
|
|
//figure out what we need to interpolate
|
|
this._doAlpha = !!this.alphaList.current.next;
|
|
this._doSpeed = !!this.speedList.current.next;
|
|
this._doScale = !!this.scaleList.current.next;
|
|
this._doColor = !!this.colorList.current.next;
|
|
this._doAcceleration = this.acceleration.x !== 0 || this.acceleration.y !== 0;
|
|
//_doNormalMovement can be cancelled by subclasses
|
|
this._doNormalMovement = this._doSpeed || this.speedList.current.value !== 0 || this._doAcceleration;
|
|
//save our lerp helper
|
|
this._oneOverLife = 1 / this.maxLife;
|
|
//set the inital color
|
|
var color = this.colorList.current.value;
|
|
this.tint = ParticleUtils_1.default.combineRGBComponents(color.r, color.g, color.b);
|
|
//ensure visibility
|
|
this.visible = true;
|
|
};
|
|
/**
|
|
* Sets the texture for the particle. This can be overridden to allow
|
|
* for an animated particle.
|
|
* @method PIXI.particles.Particle#applyArt
|
|
* @param {PIXI.Texture} art The texture to set.
|
|
*/
|
|
Particle.prototype.applyArt = function (art) {
|
|
this.texture = art || PIXI.Texture.EMPTY;
|
|
};
|
|
/**
|
|
* Updates the particle.
|
|
* @method PIXI.particles.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.
|
|
*/
|
|
Particle.prototype.update = function (delta) {
|
|
//increase age
|
|
this.age += delta;
|
|
//recycle particle if it is too old
|
|
if (this.age >= this.maxLife || this.age < 0) {
|
|
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.alphaList.interpolate(lerp);
|
|
//interpolate scale
|
|
if (this._doScale) {
|
|
var scale = this.scaleList.interpolate(lerp) * this.scaleMultiplier;
|
|
this.scale.x = this.scale.y = scale;
|
|
}
|
|
//handle movement
|
|
if (this._doNormalMovement) {
|
|
//interpolate speed
|
|
if (this._doSpeed) {
|
|
var speed = this.speedList.interpolate(lerp) * this.speedMultiplier;
|
|
ParticleUtils_1.default.normalize(this.velocity);
|
|
ParticleUtils_1.default.scaleBy(this.velocity, speed);
|
|
}
|
|
else if (this._doAcceleration) {
|
|
this.velocity.x += this.acceleration.x * delta;
|
|
this.velocity.y += this.acceleration.y * delta;
|
|
if (this.maxSpeed) {
|
|
var currentSpeed = ParticleUtils_1.default.length(this.velocity);
|
|
//if we are going faster than we should, clamp at the max speed
|
|
//DO NOT recalculate vector length
|
|
if (currentSpeed > this.maxSpeed) {
|
|
ParticleUtils_1.default.scaleBy(this.velocity, this.maxSpeed / currentSpeed);
|
|
}
|
|
}
|
|
}
|
|
//adjust position based on velocity
|
|
this.position.x += this.velocity.x * delta;
|
|
this.position.y += this.velocity.y * delta;
|
|
}
|
|
//interpolate color
|
|
if (this._doColor) {
|
|
this.tint = this.colorList.interpolate(lerp);
|
|
}
|
|
//update rotation
|
|
if (this.rotationSpeed !== 0) {
|
|
this.rotation += this.rotationSpeed * delta;
|
|
}
|
|
else if (this.acceleration && !this.noRotation) {
|
|
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 PIXI.particles.Particle#kill
|
|
*/
|
|
Particle.prototype.kill = function () {
|
|
this.emitter.recycle(this);
|
|
};
|
|
/**
|
|
* Destroys the particle, removing references and preventing future use.
|
|
* @method PIXI.particles.Particle#destroy
|
|
*/
|
|
Particle.prototype.destroy = function () {
|
|
if (this.parent)
|
|
this.parent.removeChild(this);
|
|
this.Sprite_destroy();
|
|
this.emitter = this.velocity = this.colorList = this.scaleList = this.alphaList =
|
|
this.speedList = this.ease = this.next = this.prev = null;
|
|
};
|
|
/**
|
|
* Checks over the art that was passed to the Emitter's init() function, to do any special
|
|
* modifications to prepare it ahead of time.
|
|
* @method PIXI.particles.Particle.parseArt
|
|
* @static
|
|
* @param {Array} art The array of art data. For Particle, it should be an array of Textures.
|
|
* Any strings in the array will be converted to Textures via
|
|
* Texture.fromImage().
|
|
* @return {Array} The art, after any needed modifications.
|
|
*/
|
|
Particle.parseArt = function (art) {
|
|
//convert any strings to Textures.
|
|
var i;
|
|
for (i = art.length; i >= 0; --i) {
|
|
if (typeof art[i] == "string")
|
|
art[i] = PIXI.Texture.fromImage(art[i]);
|
|
}
|
|
//particles from different base textures will be slower in WebGL than if they
|
|
//were from one spritesheet
|
|
if (ParticleUtils_1.default.verbose) {
|
|
for (i = art.length - 1; i > 0; --i) {
|
|
if (art[i].baseTexture != art[i - 1].baseTexture) {
|
|
if (window.console)
|
|
console.warn("PixiParticles: using particle textures from different images may hinder performance in WebGL");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return art;
|
|
};
|
|
/**
|
|
* Parses extra emitter data to ensure it is set up for this particle class.
|
|
* Particle does nothing to the extra data.
|
|
* @method PIXI.particles.Particle.parseData
|
|
* @static
|
|
* @param {Object} extraData The extra data from the particle config.
|
|
* @return {Object} The parsed extra data.
|
|
*/
|
|
Particle.parseData = function (extraData) {
|
|
return extraData;
|
|
};
|
|
return Particle;
|
|
}(Sprite));
|
|
exports.default = Particle;
|
|
|
|
},{"./ParticleUtils":4,"./PropertyList":6}],4:[function(_dereq_,module,exports){
|
|
"use strict";
|
|
Object.defineProperty(exports, "__esModule", { value: true });
|
|
var BLEND_MODES = PIXI.BLEND_MODES;
|
|
var PropertyNode_1 = _dereq_("./PropertyNode");
|
|
/**
|
|
* Contains helper functions for particles and emitters to use.
|
|
* @memberof PIXI.particles
|
|
* @class ParticleUtils
|
|
* @static
|
|
*/
|
|
var ParticleUtils = {
|
|
/**
|
|
* If errors and warnings should be logged within the library.
|
|
* @name PIXI.particles.ParticleUtils.verbose
|
|
* @default false
|
|
* @static
|
|
*/
|
|
verbose: false,
|
|
DEG_TO_RADS: Math.PI / 180,
|
|
/**
|
|
* Rotates a point by a given angle.
|
|
* @method PIXI.particles.ParticleUtils.rotatePoint
|
|
* @param {Number} angle The angle to rotate by in degrees
|
|
* @param {PIXI.Point} p The point to rotate around 0,0.
|
|
* @static
|
|
*/
|
|
rotatePoint: function (angle, p) {
|
|
if (!angle)
|
|
return;
|
|
angle *= ParticleUtils.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 PIXI.particles.ParticleUtils.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
|
|
*/
|
|
combineRGBComponents: function (r, g, b /*, a*/) {
|
|
return /*a << 24 |*/ r << 16 | g << 8 | b;
|
|
},
|
|
/**
|
|
* Reduces the point to a length of 1.
|
|
* @method PIXI.particles.ParticleUtils.normalize
|
|
* @static
|
|
* @param {PIXI.Point} point The point to normalize
|
|
*/
|
|
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 PIXI.particles.ParticleUtils.scaleBy
|
|
* @static
|
|
* @param {PIXI.Point} point The point to scaleBy
|
|
* @param {number} value The value to scale by.
|
|
*/
|
|
scaleBy: function (point, value) {
|
|
point.x *= value;
|
|
point.y *= value;
|
|
},
|
|
/**
|
|
* Returns the length (or magnitude) of this point.
|
|
* @method PIXI.particles.ParticleUtils.length
|
|
* @static
|
|
* @param {PIXI.Point} point The point to measure length
|
|
* @return The length of this point.
|
|
*/
|
|
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 object of ints of 0-255, as
|
|
* {r, g, b, (a)}.
|
|
* @method PIXI.particles.ParticleUtils.hexToRGB
|
|
* @param {string} color The input color string.
|
|
* @param {Object} [output] An object to put the output in. If omitted, a new object is created.
|
|
* @return The object with r, g, and b properties, possibly with an a property.
|
|
* @static
|
|
*/
|
|
hexToRGB: function (color, output) {
|
|
if (!output)
|
|
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.r = parseInt(color.substr(0, 2), 16); //Red
|
|
output.g = parseInt(color.substr(2, 2), 16); //Green
|
|
output.b = parseInt(color.substr(4, 2), 16); //Blue
|
|
if (alpha)
|
|
output.a = 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 PIXI.particles.ParticleUtils.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
|
|
*/
|
|
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).
|
|
*/
|
|
return 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)));
|
|
};
|
|
},
|
|
/**
|
|
* Gets a blend mode, ensuring that it is valid.
|
|
* @method PIXI.particles.ParticleUtils.getBlendMode
|
|
* @param {string} name The name of the blend mode to get.
|
|
* @return {int} The blend mode as specified in the PIXI.BLEND_MODES enumeration.
|
|
* @static
|
|
*/
|
|
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;
|
|
},
|
|
/**
|
|
* Converts a list of {value, time} objects starting at time 0 and ending at time 1 into an evenly
|
|
* spaced stepped list of PropertyNodes for color values. This is primarily to handle conversion of
|
|
* linear gradients to fewer colors, allowing for some optimization for Canvas2d fallbacks.
|
|
* @method PIXI.particles.ParticleUtils.createSteppedGradient
|
|
* @param {Array} list The list of data to convert.
|
|
* @param {number} [numSteps=10] The number of steps to use.
|
|
* @return {PIXI.particles.PropertyNode} The blend mode as specified in the PIXI.blendModes enumeration.
|
|
* @static
|
|
*/
|
|
createSteppedGradient: function (list, numSteps) {
|
|
if (numSteps === void 0) { numSteps = 10; }
|
|
if (typeof numSteps !== 'number' || numSteps <= 0)
|
|
numSteps = 10;
|
|
var first = new PropertyNode_1.default(list[0].value, list[0].time);
|
|
first.isStepped = true;
|
|
var currentNode = first;
|
|
var current = list[0];
|
|
var nextIndex = 1;
|
|
var next = list[nextIndex];
|
|
for (var i = 1; i < numSteps; ++i) {
|
|
var lerp = i / numSteps;
|
|
//ensure we are on the right segment, if multiple
|
|
while (lerp > next.time) {
|
|
current = next;
|
|
next = list[++nextIndex];
|
|
}
|
|
//convert the lerp value to the segment range
|
|
lerp = (lerp - current.time) / (next.time - current.time);
|
|
var curVal = ParticleUtils.hexToRGB(current.value);
|
|
var nextVal = ParticleUtils.hexToRGB(next.value);
|
|
var output = {};
|
|
output.r = (nextVal.r - curVal.r) * lerp + curVal.r;
|
|
output.g = (nextVal.g - curVal.g) * lerp + curVal.g;
|
|
output.b = (nextVal.b - curVal.b) * lerp + curVal.b;
|
|
currentNode.next = new PropertyNode_1.default(output, i / numSteps);
|
|
currentNode = currentNode.next;
|
|
}
|
|
//we don't need to have a PropertyNode for time of 1, because in a stepped version at that point
|
|
//the particle has died of old age
|
|
return first;
|
|
}
|
|
};
|
|
exports.default = ParticleUtils;
|
|
|
|
},{"./PropertyNode":7}],5:[function(_dereq_,module,exports){
|
|
"use strict";
|
|
var __extends = (this && this.__extends) || (function () {
|
|
var extendStatics = Object.setPrototypeOf ||
|
|
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
|
|
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
|
|
return function (d, b) {
|
|
extendStatics(d, b);
|
|
function __() { this.constructor = d; }
|
|
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
|
|
};
|
|
})();
|
|
Object.defineProperty(exports, "__esModule", { value: true });
|
|
var ParticleUtils_1 = _dereq_("./ParticleUtils");
|
|
var Particle_1 = _dereq_("./Particle");
|
|
/**
|
|
* A helper point for math things.
|
|
* @private
|
|
*/
|
|
var helperPoint = new PIXI.Point();
|
|
//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"
|
|
];
|
|
//create an actual regular expression object from the string
|
|
var WHITELISTER = new RegExp([
|
|
//Allow the 4 basic operations, parentheses and all numbers/decimals, as well
|
|
//as 'x', for the variable usage.
|
|
"[01234567890\\.\\*\\-\\+\\/\\(\\)x ,]",
|
|
].concat(MATH_FUNCS).join("|"), "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 `new Function()` to generate a function.
|
|
* @method PIXI.particles.PathParticle~parsePath
|
|
* @private
|
|
* @static
|
|
* @param {String} pathString The string to parse.
|
|
* @return {Function} The path function - takes x, outputs y.
|
|
*/
|
|
var parsePath = function (pathString) {
|
|
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("");
|
|
return new Function("x", "return " + pathString + ";");
|
|
};
|
|
/**
|
|
* 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).
|
|
*
|
|
* @memberof PIXI.particles
|
|
* @class PathParticle
|
|
* @extends PIXI.particles.Particle
|
|
* @constructor
|
|
* @param {PIXI.particles.Emitter} emitter The emitter that controls this PathParticle.
|
|
*/
|
|
var PathParticle = /** @class */ (function (_super) {
|
|
__extends(PathParticle, _super);
|
|
function PathParticle(emitter) {
|
|
var _this = _super.call(this, emitter) || this;
|
|
_this.path = null;
|
|
_this.initialRotation = 0;
|
|
_this.initialPosition = new PIXI.Point();
|
|
_this.movement = 0;
|
|
return _this;
|
|
}
|
|
/**
|
|
* Initializes the particle for use, based on the properties that have to
|
|
* have been set already on the particle.
|
|
* @method PIXI.particles.PathParticle#init
|
|
*/
|
|
PathParticle.prototype.init = function () {
|
|
//get initial rotation before it is converted to radians
|
|
this.initialRotation = this.rotation;
|
|
//standard init
|
|
this.Particle_init();
|
|
//set the path for the particle
|
|
this.path = this.extraData.path;
|
|
//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;
|
|
};
|
|
/**
|
|
* Updates the particle.
|
|
* @method PIXI.particles.PathParticle#update
|
|
* @param {Number} delta Time elapsed since the previous frame, in __seconds__.
|
|
*/
|
|
PathParticle.prototype.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.speedList.interpolate(lerp) * this.speedMultiplier;
|
|
this.movement += speed * delta;
|
|
//set up the helper point for rotation
|
|
helperPoint.x = this.movement;
|
|
helperPoint.y = this.path(this.movement);
|
|
ParticleUtils_1.default.rotatePoint(this.initialRotation, helperPoint);
|
|
this.position.x = this.initialPosition.x + helperPoint.x;
|
|
this.position.y = this.initialPosition.y + helperPoint.y;
|
|
}
|
|
return lerp;
|
|
};
|
|
/**
|
|
* Destroys the particle, removing references and preventing future use.
|
|
* @method PIXI.particles.PathParticle#destroy
|
|
*/
|
|
PathParticle.prototype.destroy = function () {
|
|
this.Particle_destroy();
|
|
this.path = this.initialPosition = null;
|
|
};
|
|
/**
|
|
* Checks over the art that was passed to the Emitter's init() function, to do any special
|
|
* modifications to prepare it ahead of time. This just runs Particle.parseArt().
|
|
* @method PIXI.particles.PathParticle.parseArt
|
|
* @static
|
|
* @param {Array} art The array of art data. For Particle, it should be an array of Textures.
|
|
* Any strings in the array will be converted to Textures via
|
|
* Texture.fromImage().
|
|
* @return {Array} The art, after any needed modifications.
|
|
*/
|
|
PathParticle.parseArt = function (art) {
|
|
return Particle_1.default.parseArt(art);
|
|
};
|
|
/**
|
|
* Parses extra emitter data to ensure it is set up for this particle class.
|
|
* PathParticle checks for the existence of path data, and parses the path data for use
|
|
* by particle instances.
|
|
* @method PIXI.particles.PathParticle.parseData
|
|
* @static
|
|
* @param {Object} extraData The extra data from the particle config.
|
|
* @return {Object} The parsed extra data.
|
|
*/
|
|
PathParticle.parseData = function (extraData) {
|
|
var output = {};
|
|
if (extraData && extraData.path) {
|
|
try {
|
|
output.path = parsePath(extraData.path);
|
|
}
|
|
catch (e) {
|
|
if (ParticleUtils_1.default.verbose)
|
|
console.error("PathParticle: error in parsing path expression");
|
|
output.path = null;
|
|
}
|
|
}
|
|
else {
|
|
if (ParticleUtils_1.default.verbose)
|
|
console.error("PathParticle requires a path string in extraData!");
|
|
output.path = null;
|
|
}
|
|
return output;
|
|
};
|
|
return PathParticle;
|
|
}(Particle_1.default));
|
|
exports.default = PathParticle;
|
|
|
|
},{"./Particle":3,"./ParticleUtils":4}],6:[function(_dereq_,module,exports){
|
|
"use strict";
|
|
Object.defineProperty(exports, "__esModule", { value: true });
|
|
var ParticleUtils_1 = _dereq_("./ParticleUtils");
|
|
/**
|
|
* Singly linked list container for keeping track of interpolated properties for particles.
|
|
* Each Particle will have one of these for each interpolated property.
|
|
* @memberof PIXI.particles
|
|
* @class PropertyList
|
|
* @constructor
|
|
* @param {boolean} isColor If this list handles color values
|
|
*/
|
|
var PropertyList = /** @class */ (function () {
|
|
function PropertyList(isColor) {
|
|
if (isColor === void 0) { isColor = false; }
|
|
this.current = null;
|
|
this.next = null;
|
|
this.isColor = !!isColor;
|
|
this.interpolate = null;
|
|
this.ease = null;
|
|
}
|
|
/**
|
|
* Resets the list for use.
|
|
* @method interpolate
|
|
* @param {PIXI.particles.PropertyNode} first The first node in the list.
|
|
* @param {boolean} [isStepped=false] If the values should be stepped instead of interpolated linearly.
|
|
*/
|
|
PropertyList.prototype.reset = function (first) {
|
|
this.current = first;
|
|
this.next = first.next;
|
|
var isSimple = this.next && this.next.time >= 1;
|
|
if (isSimple) {
|
|
this.interpolate = this.isColor ? intColorSimple : intValueSimple;
|
|
}
|
|
else if (first.isStepped) {
|
|
this.interpolate = this.isColor ? intColorStepped : intValueStepped;
|
|
}
|
|
else {
|
|
this.interpolate = this.isColor ? intColorComplex : intValueComplex;
|
|
}
|
|
this.ease = this.current.ease;
|
|
};
|
|
return PropertyList;
|
|
}());
|
|
exports.default = PropertyList;
|
|
function intValueSimple(lerp) {
|
|
if (this.ease)
|
|
lerp = this.ease(lerp);
|
|
return (this.next.value - this.current.value) * lerp + this.current.value;
|
|
}
|
|
function intColorSimple(lerp) {
|
|
if (this.ease)
|
|
lerp = this.ease(lerp);
|
|
var curVal = this.current.value, nextVal = this.next.value;
|
|
var r = (nextVal.r - curVal.r) * lerp + curVal.r;
|
|
var g = (nextVal.g - curVal.g) * lerp + curVal.g;
|
|
var b = (nextVal.b - curVal.b) * lerp + curVal.b;
|
|
return ParticleUtils_1.default.combineRGBComponents(r, g, b);
|
|
}
|
|
function intValueComplex(lerp) {
|
|
if (this.ease)
|
|
lerp = this.ease(lerp);
|
|
//make sure we are on the right segment
|
|
while (lerp > this.next.time) {
|
|
this.current = this.next;
|
|
this.next = this.next.next;
|
|
}
|
|
//convert the lerp value to the segment range
|
|
lerp = (lerp - this.current.time) / (this.next.time - this.current.time);
|
|
return (this.next.value - this.current.value) * lerp + this.current.value;
|
|
}
|
|
function intColorComplex(lerp) {
|
|
if (this.ease)
|
|
lerp = this.ease(lerp);
|
|
//make sure we are on the right segment
|
|
while (lerp > this.next.time) {
|
|
this.current = this.next;
|
|
this.next = this.next.next;
|
|
}
|
|
//convert the lerp value to the segment range
|
|
lerp = (lerp - this.current.time) / (this.next.time - this.current.time);
|
|
var curVal = this.current.value, nextVal = this.next.value;
|
|
var r = (nextVal.r - curVal.r) * lerp + curVal.r;
|
|
var g = (nextVal.g - curVal.g) * lerp + curVal.g;
|
|
var b = (nextVal.b - curVal.b) * lerp + curVal.b;
|
|
return ParticleUtils_1.default.combineRGBComponents(r, g, b);
|
|
}
|
|
function intValueStepped(lerp) {
|
|
if (this.ease)
|
|
lerp = this.ease(lerp);
|
|
//make sure we are on the right segment
|
|
while (this.next && lerp > this.next.time) {
|
|
this.current = this.next;
|
|
this.next = this.next.next;
|
|
}
|
|
return this.current.value;
|
|
}
|
|
function intColorStepped(lerp) {
|
|
if (this.ease)
|
|
lerp = this.ease(lerp);
|
|
//make sure we are on the right segment
|
|
while (this.next && lerp > this.next.time) {
|
|
this.current = this.next;
|
|
this.next = this.next.next;
|
|
}
|
|
var curVal = this.current.value;
|
|
return ParticleUtils_1.default.combineRGBComponents(curVal.r, curVal.g, curVal.b);
|
|
}
|
|
|
|
},{"./ParticleUtils":4}],7:[function(_dereq_,module,exports){
|
|
"use strict";
|
|
Object.defineProperty(exports, "__esModule", { value: true });
|
|
var ParticleUtils_1 = _dereq_("./ParticleUtils");
|
|
/**
|
|
* A single node in a PropertyList.
|
|
* @memberof PIXI.particles
|
|
* @class PropertyNode
|
|
* @constructor
|
|
* @param {number|string} value The value for this node
|
|
* @param {number} time The time for this node, between 0-1
|
|
* @param {Function|Array} [ease] Custom ease for this list. Only relevant for the first node.
|
|
*/
|
|
var PropertyNode = /** @class */ (function () {
|
|
function PropertyNode(value, time, ease) {
|
|
this.value = typeof value == "string" ? ParticleUtils_1.default.hexToRGB(value) : value;
|
|
this.time = time;
|
|
this.next = null;
|
|
this.isStepped = false;
|
|
if (ease) {
|
|
this.ease = typeof ease == "function" ? ease : ParticleUtils_1.default.generateEase(ease);
|
|
}
|
|
else {
|
|
this.ease = null;
|
|
}
|
|
}
|
|
/**
|
|
* Creates a list of property values from a data object {list, isStepped} with a list of objects in
|
|
* the form {value, time}. Alternatively, the data object can be in the deprecated form of
|
|
* {start, end}.
|
|
* @method PIXI.particles.PropertyNode.createListFromArray
|
|
* @static
|
|
* @param {Object} data The data for the list.
|
|
* @param {Array} data.list The array of value and time objects.
|
|
* @param {boolean} [data.isStepped] If the list is stepped rather than interpolated.
|
|
* @param {Function|Array} [data.ease] Custom ease for this list.
|
|
* @return {PIXI.particles.PropertyNode} The first node in the list
|
|
*/
|
|
PropertyNode.createList = function (data) {
|
|
if (Array.isArray(data.list)) {
|
|
var array = data.list;
|
|
var node = void 0, first = void 0;
|
|
first = node = new PropertyNode(array[0].value, array[0].time, data.ease);
|
|
//only set up subsequent nodes if there are a bunch or the 2nd one is different from the first
|
|
if (array.length > 2 || (array.length === 2 && array[1].value !== array[0].value)) {
|
|
for (var i = 1; i < array.length; ++i) {
|
|
node.next = new PropertyNode(array[i].value, array[i].time);
|
|
node = node.next;
|
|
}
|
|
}
|
|
first.isStepped = !!data.isStepped;
|
|
return first;
|
|
}
|
|
else {
|
|
//Handle deprecated version here
|
|
var start = new PropertyNode(data.start, 0);
|
|
//only set up a next value if it is different from the starting value
|
|
if (data.end !== data.start)
|
|
start.next = new PropertyNode(data.end, 1);
|
|
return start;
|
|
}
|
|
};
|
|
return PropertyNode;
|
|
}());
|
|
exports.default = PropertyNode;
|
|
|
|
},{"./ParticleUtils":4}],8:[function(_dereq_,module,exports){
|
|
"use strict";
|
|
Object.defineProperty(exports, "__esModule", { value: true });
|
|
var ParticleUtils_js_1 = _dereq_("./ParticleUtils.js");
|
|
exports.ParticleUtils = ParticleUtils_js_1.default;
|
|
var Particle_js_1 = _dereq_("./Particle.js");
|
|
exports.Particle = Particle_js_1.default;
|
|
var Emitter_js_1 = _dereq_("./Emitter.js");
|
|
exports.Emitter = Emitter_js_1.default;
|
|
var PathParticle_js_1 = _dereq_("./PathParticle.js");
|
|
exports.PathParticle = PathParticle_js_1.default;
|
|
var AnimatedParticle_js_1 = _dereq_("./AnimatedParticle.js");
|
|
exports.AnimatedParticle = AnimatedParticle_js_1.default;
|
|
|
|
},{"./AnimatedParticle.js":1,"./Emitter.js":2,"./Particle.js":3,"./ParticleUtils.js":4,"./PathParticle.js":5}],9:[function(_dereq_,module,exports){
|
|
"use strict";
|
|
Object.defineProperty(exports, "__esModule", { value: true });
|
|
// If we're in the browser make sure PIXI is available
|
|
if (typeof PIXI === 'undefined') {
|
|
throw "pixi-particles requires pixi.js to be loaded first";
|
|
}
|
|
//ensure that the particles namespace exist - PIXI 4 creates it itself, PIXI 3 does not
|
|
if (!PIXI.particles) {
|
|
PIXI.particles = {};
|
|
}
|
|
// get the library itself
|
|
var particles = _dereq_("./particles");
|
|
// insert the library into the particles namespace on PIXI
|
|
for (var prop in particles) {
|
|
PIXI.particles[prop] = particles[prop];
|
|
}
|
|
if (typeof module !== "undefined" && module.exports) {
|
|
module.exports = particles;
|
|
}
|
|
|
|
},{"./particles":8}]},{},[9])(9)
|
|
});
|
|
|