Particles along bounds

Introduction

Emit particles along bounds of game object.

  • Author: Rex
  • Behavior of game object

Live demos

Usage

Sample code

Install plugin

Load minify file

  • Load plugin (minify file) in preload stage
    scene.load.plugin('rexparticlesalongboundsplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexparticlesalongboundsplugin.min.js', true);
    
  • Start emit particles along bounds of game object
    var particles = scene.plugins.get('rexparticlesalongboundsplugin').startEffect(gameObject, config);
    

Import plugin

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Install plugin in configuration of game
    import DragPlugin from 'phaser3-rex-plugins/plugins/particlesalongbounds-plugin.js';
    var config = {
        // ...
        plugins: {
            global: [{
                key: 'rexParticlesAlongBounds',
                plugin: ParticlesAlongBoundsPlugin,
                start: true
            },
            // ...
            ]
        }
        // ...
    };
    var game = new Phaser.Game(config);
    
  • Start emit particles along bounds of game object
    var particles = scene.plugins.get('rexParticlesAlongBounds').startEffect(gameObject, config);
    

Import class

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Import class
    import ParticlesAlongBounds from 'phaser3-rex-plugins/plugins/particlesalongbounds.js';
    
  • Start emit particles along bounds of game object
    var particles = ParticlesAlongBounds(gameObject, config);
    

Create instance

var particles = scene.plugins.get('rexParticlesAlongBounds').startEffect(gameObject, {
    // padding: 0,

    textureKey: key,
    // textureFrames: undefined,
    // blendMode: 'ADD',
    // lifespan: 1000,
    // stepRate: 10,
    // spread: 10,

    // scale: undefined,
    // alpha: undefined,
    // tint: undefined,

    // repeat: 0,
    // reuse: false,
    // gravityX: 0,
    // gravityY: 0,
    // duration: undefined
});
  • padding : Extra padded space around bounds of game object. Default is 0.
    • A number for left/right/top/bottom bounds,
    • Or a plain object.
      {
          left: 0,
          right: 0,
          top: 0,
          bottom: 0
      }
      
  • textureKey : Texture key of particles.
  • textureFrames : : One or more texture frames, or a configuration object.
    • String or number value.
    • Array of string or number value.
    • Configuration object :
      {
          frames: [],
          cycle: false,
          quantity: 1
      }
      
  • blendMode : Blend mode (Phaser.BlendModes) of particles. Default value is ADD.
  • lifespan : Lifespan of particle.
  • stepRate : Step length between each particle's initial position along bounds of game object.
  • spread : Moving speed of particle.
  • scale : Scale changing of particle.
  • alpha : Alpha changing of particle.
  • tint : Tint changing of particle.
  • repeat : Fire particles around bounds repeatly.
    • 0 : Fire particles around bounds one time, default value.
  • reuse : Reuse this particles.
    • false : Destroy particles when fire completed. Default value.
    • true : Don't destroy particles when fire completed. To reuse this particles, start firing via
      scene.plugins.get('rexParticlesAlongBounds').startEffect(gameObject, config, particles);
      
  • gravityX, gravityY : Gravity vector of world axis. This vector will rotate back if game object is rotated.
  • duration : Total duration from firing of 1st particle to destroy last particle.
    • undefined : Use default behavior of particles
    • Less or equal to lifespan : Fires all particles at begining.

Format of spread, scale, alpha, tint parameters :

  • {min, max} : Pick a random value between min and max
  • {start, end} : Pick values incremented continuously across a range. (ease='Linear')
    • {start, end, ease}
  • {start, end, steps} : Pick values incremented by steps across a range.
  • {start, end, random}
    • random: true or false
  • {min, max, steps} : Pick values between min to max, with steps.
  • {onEmit: function(particle, key, t, value) {return value}} : Get return value from a function invoking.

Events

  • On fire completed, i.e. last particle is dead
    particles.on('complete', function(particles, gameObject){
    
    }, scope);