/**
* @author Richard Davey
* @copyright 2015 Photon Storm Ltd.
* @license {@link http://choosealicense.com/licenses/no-license/|No License}
*
* @description This example requires the Particle Storm Plugin to run.
* For more details please see http://phaser.io/shop/plugins/particlestorm
*/
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
var manager = null;
var emitter = null;
var wind = 0;
function preload() {
game.forceSingleUpdate = true;
game.load.image('logo', 'assets/particlestorm/logo-flat.png');
game.load.image('sky', 'assets/particlestorm/sprites/haze.png');
game.load.path = 'assets/particlestorm/particles/';
game.load.images(['leaf1' , 'leaf2']);
}
function create() {
game.add.image(0, 0, 'sky');
manager = this.game.plugins.add(Phaser.ParticleStorm);
// This example illustrates:
//
// * Global forces applied on a per emitter basis (gravity and current)
// * Select an image from a list
// * Random vx within min / max limits
// * vy starts at zero, acceleration due to gravity force imposed externally, the control
// scales it to near zero at 90% life (soft landing)
// * Set scale value directly to .25 (no object defining value, initial, etc)
// * Rotate back and forth several times, with an initial rotation offset of -90 (stem down)
// and a value of 180 which is scaled by the control graph
var leaves = {
image: [ 'leaf1', 'leaf2' ],
lifespan: 1850,
vx: { min: -5, max: 5 },
vy: { value: 0, control: [ { x: 0, y: 1 }, { x: 0.3, y: 1 }, { x: 0.9, y: 0.01 }, { x: 1, y: 0 } ] },
scale: 0.25,
rotation: { initial: -90, value: 180, control: [ { x: 0, y: 0 }, { x: 0.2, y: 0.5 }, { x: 0.4, y: 1 }, { x: 0.6, y: 0.5 }, { x: 1, y:0 } ] }
};
manager.addData('leaves', leaves);
emitter = manager.createEmitter();
emitter.force.y = 0.25;
emitter.addToWorld();
emitter.emit('leaves', [0, 800], -20, { repeat: -1, frequency: 20 });
game.add.image(432, 487, 'logo');
}
function update() {
// Make a current that blows left or right slowly changing strength and direction
wind = Math.max(Math.min(wind + (Math.random() - 0.5) * 0.02, 0.25), -0.25);
emitter.force.x = wind;
}
function render() {
emitter.debug(432, 522);
}