particlestorm/bonfire
/**
* @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;
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([ 'fire1', 'fire2', 'fire3', 'smoke-puff' ]);
}
function create() {
game.add.image(0, 0, 'sky');
manager = this.game.plugins.add(Phaser.ParticleStorm);
// This example illustrates:
//
// * Creating particles within an area
// * Fire:
// Select image randomly from a list
// Variable lifespan range
// Variable initial vx
// vy that increases in magnitude constantly
// scaleX and scaleY controlled by 'scale', shrink from initial value of 0.5 to final value of 50% (0.25)
// alpha fade in, hold, then fade out again
// Create child smoke particles during last 20% of it's life,
// and prevent children from inheriting my vx, vy values
// * Smoke:
// vy accelerates up (delta) but diminishes over time (control scales from 100% to 50%)
// giving characteristics of smoke
// Scale increases (delta) initially, but diminishes to 25% in last 40% of it's life (control)
// Rotation is constant (delta) within range (min -2, max +2)
var fire = {
image: [ 'fire1', 'fire2', 'fire3' ],
blendMode: 'HARD_LIGHT',
lifespan: { min: 500, max: 800 },
vx: { min: -1, max: 1 },
vy: { value: -2, delta: -0.1 },
scale: { value: 0.8, control : [ { x: 0, y: 1 }, { x: 1, y: 0.5 } ] },
alpha: { value: 1, control: [ { x: 0, y: 0 }, { x: 0.5, y: 1 }, { x: 0.6, y: 1 }, { x: 1, y: 0 } ] },
bringToFront: true,
emit: {
name: 'smoke',
value: 4,
control: [ { x: 0, y: 0 }, { x: 0.8, y: 0 }, { x: 1, y: 1 } ]
}
};
var smoke = {
image: 'smoke-puff',
lifespan: { min: 700, max: 1000 },
vx: 0,
vy: { value: { min: -3, max: -2 }, delta: -0.05, control: [ { x: 0, y: 1 }, { x: 1, y: 0.5 } ] },
scale: { value: { min: 0.4, max: 0.6 }, delta: 0.005, control: [ { x: 0, y: 1 }, { x: 0.6, y: 1 }, { x: 1, y: 0.25 } ] },
alpha: { value: 0.3, control:[ { x: 0, y: 0 }, { x: 0.3, y: 1 }, { x: 1, y: 0 } ] },
rotation: { value: 0, delta: { min: -2, max: 2 } },
sendToBack: true
};
manager.addData('fire', fire);
manager.addData('smoke', smoke);
emitter = manager.createEmitter();
emitter.addToWorld();
emitter.emit('fire', [380, 420], 400, { repeat: -1, frequency: 30 });
game.add.image(432, 487, 'logo');
}
function update() {
}
function render() {
emitter.debug(432, 522);
}