var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
var emitter;
function preload() {
game.load.image('diamond', 'assets/sprites/diamond.png');
}
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.stage.backgroundColor = 0x337799;
emitter = game.add.emitter(0, 0, 100);
emitter.makeParticles('diamond');
emitter.gravity = 200;
game.input.onDown.add(particleBurst, this);
}
function particleBurst(pointer) {
// Position the emitter where the mouse/touch event was
emitter.x = pointer.x;
emitter.y = pointer.y;
// The first parameter sets the effect to "explode" which means all particles are emitted at once
// The second gives each particle a 2000ms lifespan
// The third is ignored when using burst/explode mode
// The final parameter (10) is how many particles will be emitted in this single burst
emitter.start(true, 2000, null, 10);
}