particles/firestarter
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('space', 'assets/misc/starfield.jpg');
game.load.image('fire1', 'assets/particles/fire1.png');
game.load.image('fire2', 'assets/particles/fire2.png');
game.load.image('fire3', 'assets/particles/fire3.png');
game.load.image('smoke', 'assets/particles/smoke-puff.png');
game.load.spritesheet('ball', 'assets/particles/plasmaball.png', 128, 128);
}
var sprite;
var emitter;
var path;
var index;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.add.tileSprite(0, 0, game.width, game.height, 'space');
emitter = game.add.emitter(game.world.centerX, game.world.centerY, 400);
emitter.makeParticles( [ 'fire1', 'fire2', 'fire3', 'smoke' ] );
emitter.gravity = 200;
emitter.setAlpha(1, 0, 3000);
emitter.setScale(0.8, 0, 0.8, 0, 3000);
emitter.start(false, 3000, 5);
sprite = game.add.sprite(0, 300, 'ball', 0);
game.physics.arcade.enable(sprite);
game.physics.arcade.gravity.y = 150;
game.physics.arcade.checkCollision.left = false;
game.physics.arcade.checkCollision.right = false;
sprite.body.setSize(80, 80, 0, 0);
sprite.body.collideWorldBounds = true;
sprite.body.bounce.set(1);
sprite.body.velocity.set(300, 200);
sprite.inputEnabled = true;
sprite.input.enableDrag();
sprite.events.onDragStart.add(onDragStart, this);
sprite.events.onDragStop.add(onDragStop, this);
sprite.animations.add('pulse');
sprite.play('pulse', 30, true);
sprite.anchor.set(0.5);
createText(16, 16, 'If you can catch the fireball, drag it around');
}
function update() {
var px = sprite.body.velocity.x;
var py = sprite.body.velocity.y;
px *= -1;
py *= -1;
emitter.minParticleSpeed.set(px, py);
emitter.maxParticleSpeed.set(px, py);
emitter.emitX = sprite.x;
emitter.emitY = sprite.y;
// emitter.forEachExists(game.world.wrap, game.world);
game.world.wrap(sprite, 64);
}
function onDragStart() {
sprite.body.moves = false;
}
function onDragStop() {
sprite.body.moves = true;
}
function createText(x, y, string) {
var text = game.add.text(x, y, string);
// text.anchor.set(0.5);
// text.align = 'center';
// Font style
text.font = 'Arial Black';
text.fontSize = 20;
// text.fontWeight = 'bold';
text.fill = '#ffffff';
text.setShadow(2, 2, 'rgba(0, 0, 0, 0.7)', 2);
return text;
}
function render() {
// game.debug.bodyInfo(sprite, 32, 32);
}