A Particle Emitter is a special kind of Game Object that controls a pool of Particles.
Particle Emitters are created via a configuration object. The properties of this object can be specified in a variety of formats, given you plenty of scope over the values they return, leading to complex visual effects. Here are the different forms of configuration value you can give:
x: 400
The x value will always be 400 when the particle is spawned.
x: [ 100, 200, 300, 400 ]
The x value will be one of the 4 elements in the given array, picked at random on emission.
x: (particle, key, t, value) => {
return value + 50;
}
The x value is the result of calling this function. This is only used when the particle is emitted, so it provides it's initial starting value. It is not used when the particle is updated (see the onUpdate callback for that)
This allows you to control the change in value between the given start and end parameters over the course of the particles lifetime:
scale: { start: 0, end: 1 }
The particle scale will start at 0 when emitted and ease to a scale of 1 over the course of its lifetime. You can also specify the ease function used for this change (the default is Linear):
scale: { start: 0, end: 1, ease: 'bounce.out' }
The start and end object can have an optional random
parameter.
This forces it to pick a random value between the two values and use
this as the starting value, then easing to the 'end' parameter over
its lifetime.
scale: { start: 4, end: 0.5, random: true }
The particle will start with a random scale between 0.5 and 4 and then
scale to the end value over its lifetime. You can combine the above
with the ease
parameter as well to control the value easing.
You can provide an array of values which will be used for interpolation
during the particles lifetime. You can also define the interpolation
function to be used. There are three provided: linear
(the default),
bezier
and catmull
, or you can provide your own function.
x: { values: [ 50, 500, 200, 800 ], interpolation: 'catmull' }
The particle scale will interpolate from 50 when emitted to 800 via the other points over the course of its lifetime. You can also specify an ease function used to control the rate of change through the values (the default is Linear):
x: { values: [ 50, 500, 200, 800 ], interpolation: 'catmull', ease: 'bounce.out }
The steps
parameter allows you to control the placement of sequential
particles across the start-end range:
x: { steps: 32, start: 0, end: 576 }
Here we have a range of 576 (start to end). This is divided into 32 steps.
The first particle will emit at the x position of 0. The next will emit at the next 'step' along, which would be 18. The following particle will emit at the next step, which is 36, and so on. Because the range of 576 has been divided by 32, creating 18 pixels steps. When a particle reaches the 'end' value the next one will start from the beginning again.
You can add the optional yoyo
property to a stepped object:
x: { steps: 32, start: 0, end: 576, yoyo: true }
As with the stepped emitter, particles are emitted in sequence, from 'start' to 'end' in step sized jumps. Normally, when a stepped emitter reaches the end it snaps around to the start value again. However, if you provide the 'yoyo' parameter then when it reaches the end it will reverse direction and start emitting back down to 'start' again. Depending on the effect you require this can often look better.
This allows you to pick a random float value between the min and max properties:
x: { min: 100, max: 700 }
The x value will be a random float between min and max.
You can force it select an integer by setting the 'int' flag:
x: { min: 100, max: 700, int: true }
Or, you could use the 'random' array approach (see below)
This allows you to pick a random integer value between the first and second array elements:
x: { random: [ 100, 700 ] }
The x value will be a random integer between 100 and 700 as it takes the first element in the 'random' array as the 'min' value and the 2nd element as the 'max' value.
If the above won't give you the effect you're after, you can provide your own callbacks that will be used when the particle is both emitted and updated:
x: {
onEmit: (particle, key, t, value) => {
return value;
},
onUpdate: (particle, key, t, value) => {
return value;
}
}
You can provide either one or both functions. The onEmit
is called at the
start of the particles life and defines the value of the property on birth.
The onUpdate
function is called every time the Particle Emitter updates
until the particle dies. Both must return a value.
The properties are:
particle - A reference to the Particle instance. key - The string based key of the property, i.e. 'x' or 'lifespan'. t - The current normalized lifetime of the particle, between 0 (birth) and 1 (death). value - The current property value. At a minimum you should return this.
By using the above configuration options you have an unlimited about of control over how your particles behave.
Prior to v3.60 Phaser used a ParticleEmitterManager
. This was removed in v3.60
and now calling this.add.particles
returns a ParticleEmitter
instance instead.
In order to streamline memory and the display list we have removed the
ParticleEmitterManager
entirely. When you call this.add.particles
you're now
creating a ParticleEmitter
instance, which is being added directly to the
display list and can be manipulated just like any other Game Object, i.e.
scaled, rotated, positioned, added to a Container, etc. It now extends the
GameObject
base class, meaning it's also an event emitter, which allowed us
to create some handy new events for particles.
So, to create an emitter, you now give it an xy coordinate, a texture and an emitter configuration object (you can also set this later, but most commonly you'd do it on creation). I.e.:
const emitter = this.add.particles(100, 300, 'flares', {
frame: 'red',
angle: { min: -30, max: 30 },
speed: 150
});
This will create a 'red flare' emitter at 100 x 300.
Please update your code to ensure it adheres to the new function signatures.
new ParticleEmitter(config)
name | type | description |
---|---|---|
config | Phaser.Types.GameObjects.Particles.ParticleEmitterConfig |
Settings for this emitter. |
Whether accelerationX and accelerationY are non-zero. Set automatically during configuration.
The horizontal acceleration applied to emitted particles, in pixels per second squared.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The vertical acceleration applied to emitted particles, in pixels per second squared.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The active state of this Game Object.
A Game Object with an active state of true
is processed by the Scenes UpdateList, if added to it.
An active object is one which is having its logic and internal systems updated.
The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
The angle of this Game Object as expressed in degrees.
Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.
If you prefer to work in radians, see the rotation
property instead.
The internal animation counter.
Treat this property as read-only.
The number of consecutive particles that receive a single animation (per frame cycle).
The animations assigned to particles.
Sets the Blend Mode being used by this Game Object.
This can be a const, such as Phaser.BlendModes.SCREEN
, or an integer, such as 4 (for Overlay)
Under WebGL only the following Blend Modes are available:
Canvas has more available depending on browser support.
You can also create your own custom Blend Modes in WebGL.
Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used.
If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.
The amount of velocity particles will use when rebounding off the emitter bounds, if set. A value of 0 means no bounce. A value of 1 means a full rebound.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
A bitmask that controls if this Game Object is drawn by a Camera or not.
Not usually set directly, instead call Camera.ignore
, however you can
set this property directly using the Camera.id property:
Controls the easing function used when you have created an
Emitter that uses the color
property to interpolate the
tint of Particles over their lifetime.
Setting this has no effect if you haven't also applied a
particleColor
to this Emitter.
The internal complete flag.
Treat this property as read-only.
The current animation index.
Treat this property as read-only.
The current frame index.
Treat this property as read-only.
A Data Manager.
It allows you to store, query and get key/value paired information specific to this Game Object.
null
by default. Automatically created if you use getData
or setData
or setDataEnabled
.
A function to call when a particle dies.
The calling context for Phaser.GameObjects.Particles.ParticleEmitter#deathCallback.
An array containing Particle Death Zone objects. A particle is immediately killed as soon as its x/y coordinates intersect with any of the configured Death Zones.
Prior to Phaser v3.60 an Emitter could only have one single Death Zone. In 3.60 they can now have an array of Death Zones.
The number of milliseconds to wait after emission before the particles start updating. This allows you to emit particles that appear 'static' or still on-screen and then, after this value, begin to move.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The depth of this Game Object within the Scene. Ensure this value is only ever set to a number data-type.
The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.
The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.
Setting the depth will queue a depth sort event within the Scene.
Holds a reference to the Display List that contains this Game Object.
This is set automatically when this Game Object is added to a Scene or Layer.
You should treat this property as being read-only.
The number of milliseconds this emitter will emit particles for when in flow mode, before it stops emission. A value of 0 (the default) means there is no duration.
When the duration expires the STOP
event is emitted. Note that entering a
stopped state doesn't mean all the particles have finished, just that it's
not emitting any further ones.
To know when the final particle expires, listen for the COMPLETE event.
The counter is reset each time the ParticleEmitter.start
method is called.
0 means the emitter will not stop based on duration.
The internal elasped counter.
Treat this property as read-only.
A function to call when a particle is emitted.
The calling context for Phaser.GameObjects.Particles.ParticleEmitter#emitCallback.
An array containing Particle Emission Zones. These can be either EdgeZones or RandomZones.
Particles are emitted from a randomly selected zone from this array.
Prior to Phaser v3.60 an Emitter could only have one single Emission Zone. In 3.60 they can now have an array of Emission Zones.
Controls if the emitter is currently emitting a particle flow (when frequency >= 0).
Already alive particles will continue to update until they expire.
Controlled by Phaser.GameObjects.Particles.ParticleEmitter#start and Phaser.GameObjects.Particles.ParticleEmitter#stop.
The internal flow counter.
Treat this property as read-only.
A Game Object whose position is used as the particle origin.
The offset of the particle origin from the Phaser.GameObjects.Particles.ParticleEmitter#follow target.
The Texture Frame this Game Object is using to render with.
The internal frame counter.
Treat this property as read-only.
The number of consecutive particles that receive a single texture frame (per frame cycle).
The texture frames assigned to particles.
For a flow emitter, the time interval (>= 0) between particle flow cycles in ms. A value of 0 means there is one particle flow cycle for each logic update (the maximum flow frequency). This is the default setting. For an exploding emitter, this value will be -1. Calling Phaser.GameObjects.Particles.ParticleEmitter#flow also puts the emitter in flow mode (frequency >= 0). Calling Phaser.GameObjects.Particles.ParticleEmitter#explode also puts the emitter in explode mode (frequency = -1).
Horizontal acceleration applied to emitted particles, in pixels per second squared.
Vertical acceleration applied to emitted particles, in pixels per second squared.
A property indicating that a Game Object has this component.
The number of milliseconds to wait after a particle has finished its life before it will be removed. This allows you to 'hold' a particle on the screen once it has reached its final state before it then vanishes.
Note that all particle updates will cease, including changing alpha, scale, movement or animation.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
This Game Object will ignore all calls made to its destroy method if this flag is set to true
.
This includes calls that may come from a Group, Container or the Scene itself.
While it allows you to persist a Game Object across Scenes, please understand you are entirely
responsible for managing references to and from this Game Object.
If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
Not usually set directly. Instead call GameObject.setInteractive()
.
The lifespan of the emitted particles. This value is given in milliseconds and defaults to 1000ms (1 second). When a particle reaches this amount it is killed.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The Mask this Game Object is using during render.
The maximum number of alive and rendering particles this emitter will update. When this limit is reached, a particle needs to die before another can be emitted.
0 means no limits.
Set to hard limit the amount of particle objects this emitter is allowed to create
in total. This is the number of Particle
instances it can create, not the number
of 'alive' particles.
0 means unlimited.
The maximum horizontal velocity emitted particles can reach, in pixels per second squared.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The maximum vertical velocity emitted particles can reach, in pixels per second squared.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
Whether moveToX and moveToY are set. Set automatically during configuration.
When true the particles move toward the moveToX and moveToY coordinates and arrive at the end of their life. Emitter angle, speedX, and speedY are ignored.
The x coordinate emitted particles move toward, when Phaser.GameObjects.Particles.ParticleEmitter#moveTo is true.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The y coordinate emitted particles move toward, when Phaser.GameObjects.Particles.ParticleEmitter#moveTo is true.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
An internal object holding all of the EmitterOp instances.
These are populated as part of the Emitter configuration parsing.
You typically do not access them directly, but instead use the
provided getters and setters on this class, such as ParticleEmitter.speedX
etc.
The parent Container of this Game Object, if it has one.
The alpha value of the emitted particles. This is a value between 0 and 1. Particles with alpha zero are invisible and are therefore not rendered, but are still processed by the Emitter.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The angle at which the particles are emitted. The values are
given in degrees. This allows you to control the direction
of the emitter. If you wish instead to change the rotation
of the particles themselves, see the particleRotate
property.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
Newly emitted particles are added to the top of the particle list, i.e. rendered above those already alive.
Set to false to send them to the back.
Also see the sortOrder
property for more complex particle sorting.
The Particle Class which will be emitted by this Emitter.
A color tint value that is applied to the texture of the emitted particle. The value should be given in hex format, i.e. 0xff0000 for a red tint, and should not include the alpha channel.
Tints are additive, meaning a tint value of white (0xffffff) will effectively reset the tint to nothing.
Modify the ParticleEmitter.tintFill
property to change between
an additive and replacement tint mode.
When you define the color via the Emitter config you should give
it as an array of color values. The Particle will then interpolate
through these colors over the course of its lifespan. Setting this
will override any tint
value that may also be given.
This is a WebGL only feature.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The rotation (or angle) of each particle when it is emitted. The value is given in degrees and uses a right-handed coordinate system, where 0 degrees points to the right, 90 degrees points down and -90 degrees points up.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The horizontal scale of emitted particles.
This is relative to the Emitters scale and that of any parent.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The vertical scale of emitted particles.
This is relative to the Emitters scale and that of any parent.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
A color tint value that is applied to the texture of the emitted particle. The value should be given in hex format, i.e. 0xff0000 for a red tint, and should not include the alpha channel.
Tints are additive, meaning a tint value of white (0xffffff) will effectively reset the tint to nothing.
Modify the ParticleEmitter.tintFill
property to change between
an additive and replacement tint mode.
The tint
value will be overriden if a color
array is provided.
This is a WebGL only feature.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The x coordinate the particles are emitted from.
This is relative to the Emitters x coordinate and that of any parent.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The y coordinate the particles are emitted from.
This is relative to the Emitters x coordinate and that of any parent.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
A list of Particle Processors being managed by this Emitter.
The number of particles that are emitted each time an emission occurs, i.e. from one 'explosion' or each frame in a 'flow' cycle.
The default is 1.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
A radial emitter will emit particles in all directions between angle min and max, using Phaser.GameObjects.Particles.ParticleEmitter#speed as the value. If set to false then this acts as a point Emitter. A point emitter will emit particles only in the direction derived from the speedX and speedY values.
Whether animations Phaser.GameObjects.Particles.ParticleEmitter#anims are selected at random.
Whether texture Phaser.GameObjects.Particles.ParticleEmitter#frames are selected at random.
The flags that are compared against RENDER_MASK
to determine if this Game Object will render or not.
The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
If those components are not used by your custom class then you can use this bitmask as you wish.
The angle of this Game Object in radians.
Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left and -PI/2 is up.
If you prefer to work in degrees, see the angle
property instead.
This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object
to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2
.
Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this
isn't the case, use the scaleX
or scaleY
properties instead.
The horizontal scale of this Game Object.
The vertical scale of this Game Object.
A reference to the Scene to which this Game Object belongs.
Game Objects can only belong to one Scene.
You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.
The horizontal scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
The vertical scroll factor of this Game Object.
The scroll factor controls the influence of the movement of a Camera upon this Game Object.
When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.
A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.
Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.
An internal property used to tell when the emitter is in fast-forwarc mode.
The callback used to sort the particles. Only used if sortProperty
has been set. Set this via the setSortCallback
method.
When sortProperty
is defined this controls the sorting order,
either ascending or descending. Toggle to control the visual effect.
Optionally sort the particles before they render based on this
property. The property must exist on the Particle
class, such
as y
, lifeT
, scaleX
, etc.
When set this overrides the particleBringToTop
setting.
To reset this and disable sorting, so this property to an empty string.
The initial speed of emitted particles, in pixels per second.
If using this as a getter it will return the speedX
value.
If using it as a setter it will update both speedX
and speedY
to the
given value.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The initial horizontal speed of emitted particles, in pixels per second.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The initial vertical speed of emitted particles, in pixels per second.
Accessing this property should typically return a number. However, it can be set to any valid EmitterOp onEmit type.
The current state of this Game Object.
Phaser itself will never modify this value, although plugins may do so.
Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.
If set, either via the Emitter config, or by directly setting this property,
the Particle Emitter will stop emitting particles once this total has been
reached. It will then enter a 'stopped' state, firing the STOP
event. Note that entering a stopped state doesn't mean all the particles
have finished, just that it's not emitting any further ones.
To know when the final particle expires, listen for the COMPLETE event.
Use this if you wish to launch an exact number of particles and then stop your emitter afterwards.
The counter is reset each time the ParticleEmitter.start
method is called.
0 means the emitter will not stop based on total emitted particles.
The internal stop counter.
Treat this property as read-only.
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
The Texture this Game Object is using to render with.
The time rate applied to active particles, affecting lifespan, movement, and tweens. Values larger than 1 are faster than normal.
The tint fill mode used by the Particles in this Emitter.
false
= An additive tint (the default), where vertices colors are blended with the texture.
true
= A fill tint, where the vertices colors replace the texture, but respects texture alpha.
Whether the emitter's Phaser.GameObjects.Particles.ParticleEmitter#visible state will track the Phaser.GameObjects.Particles.ParticleEmitter#follow target's visibility state.
A textual representation of this Game Object, i.e. sprite
.
Used internally by Phaser but is available for your own custom classes to populate.
An optional Rectangle object that is used during rendering to cull Particles from display. For example, if your particles are limited to only move within a 300x300 sized area from their origin, then you can set this Rectangle to those dimensions.
The renderer will check to see if the viewBounds
Rectangle intersects with the
Camera bounds during the render step and if not it will skip rendering the Emitter
entirely.
This allows you to create many emitters in a Scene without the cost of rendering if the contents aren't visible.
Note that the Emitter will not perform any checks to see if the Particles themselves
are outside of these bounds, or not. It will simply check the bounds against the
camera. Use the getBounds
method with the advance
parameter to help define
the location and placement of the view bounds.
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The w position of this Game Object.
An internal Transform Matrix used to cache this emitters world matrix.
The x position of this Game Object.
The y position of this Game Object.
The z position of this Game Object.
Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#depth instead.
The internal zone index.
Treat this property as read-only.
The internal zone total.
Treat this property as read-only.
Adds a new Particle Death Zone to this Emitter.
A particle is immediately killed as soon as its x/y coordinates intersect with any of the configured Death Zones.
The source
can be a Geometry Shape, such as a Circle, Rectangle or Triangle.
Any valid object from the Phaser.Geometry
namespace is allowed, as long as
it supports a contains
function. You can set the type
to be either onEnter
or onLeave
.
A single Death Zone instance can only exist once within this Emitter, but can belong to multiple Emitters.
name | type | description |
---|---|---|
config | Phaser.Types.GameObjects.Particles.DeathZoneObject | Array.<Phaser.Types.GameObjects.Particles.DeathZoneObject> |
A Death Zone configuration object, a Death Zone instance, a valid Geometry object or an array of them. |
The Death Zone that was added to this Emitter.
Adds a new Particle Emission Zone to this Emitter.
An EdgeZone places particles on its edges. Its source can be a Curve, Path, Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable getPoints method.
A RandomZone places the particles randomly within its interior. Its source can be a Circle, Ellipse, Line, Polygon, Rectangle, or Triangle; or any object with a suitable getRandomPoint method.
An Emission Zone can only exist once within this Emitter.
name | type | description |
---|---|---|
zone | Phaser.Types.GameObjects.Particles.EmitZoneObject | Array.<Phaser.Types.GameObjects.Particles.EmitZoneObject> |
An Emission Zone configuration object, a RandomZone or EdgeZone instance, or an array of them. |
An array of the Emission Zones that were added to this Emitter.
Add a listener for a given event.
name | type | arguments | Default | description |
---|---|---|---|---|
event | string | symbol |
The event name. |
||
fn | function |
The listener function. |
||
context | * | <optional> | this |
The context to invoke the listener with. |
this
.
Creates a Particle Bounds processor and adds it to this Emitter.
This processor will check to see if any of the active Particles hit the defined boundary, as specified by a Rectangle shape in world-space.
If so, they are 'rebounded' back again by having their velocity adjusted.
The strength of the rebound is controlled by the Particle.bounce
property.
You should be careful to ensure that you emit particles within a bounds, if set, otherwise it will lead to unpredictable visual results as the particles are hastily repositioned.
The Particle Bounds processor is returned from this method. If you wish
to modify the area you can directly change its bounds
property, along
with the collideLeft
etc values.
To disable the bounds you can either set its active
property to false
,
or if you no longer require it, call ParticleEmitter.removeParticleProcessor
.
name | type | arguments | Default | description |
---|---|---|---|---|
x | number | Phaser.Types.GameObjects.Particles.ParticleEmitterBounds | Phaser.Types.GameObjects.Particles.ParticleEmitterBoundsAlt |
The x-coordinate of the left edge of the boundary, or an object representing a rectangle. |
||
y | number | <optional> |
The y-coordinate of the top edge of the boundary. |
|
width | number | <optional> |
The width of the boundary. |
|
height | number | <optional> |
The height of the boundary. |
|
collideLeft | boolean | <optional> | true |
Whether particles interact with the left edge of the bounds. |
collideRight | boolean | <optional> | true |
Whether particles interact with the right edge of the bounds. |
collideTop | boolean | <optional> | true |
Whether particles interact with the top edge of the bounds. |
collideBottom | boolean | <optional> | true |
Whether particles interact with the bottom edge of the bounds. |
The Particle Bounds processor.
Adds a Particle Processor, such as a Gravity Well, to this Emitter.
It will start processing particles from the next update as long as its active
property is set.
name | type | description |
---|---|---|
processor | T |
The Particle Processor to add to this Emitter Manager. |
The Particle Processor that was added to this Emitter Manager.
Adds this Game Object to the given Display List.
If no Display List is specified, it will default to the Display List owned by the Scene to which this Game Object belongs.
A Game Object can only exist on one Display List at any given time, but may move freely between them.
If this Game Object is already on another Display List when this method is called, it will first be removed from it, before being added to the new list.
You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList
property.
If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly
disable it from rendering, consider using the setVisible
method, instead.
name | type | arguments | description |
---|---|---|---|
displayList | Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer | <optional> |
The Display List to add to. Defaults to the Scene Display List. |
This Game Object.
Adds this Game Object to the Update List belonging to the Scene.
When a Game Object is added to the Update List it will have its preUpdate
method called
every game frame. This method is passed two parameters: delta
and time
.
If you wish to run your own logic within preUpdate
then you should always call
super.preUpdate(delta, time)
within it, or it may fail to process required operations,
such as Sprite animations.
This Game Object.
This callback is invoked when this Game Object is added to a Scene.
Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.
You can also listen for the ADDED_TO_SCENE
event from this Game Object.
Whether this emitter is at either its hard-cap limit (maxParticles), if set, or the max allowed number of 'alive' particles (maxAliveParticles).
Returns true
if this Emitter is at its limit, or false
if no limit, or below the maxParticles
level.
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
This Game Object instance.
Clears the mask that this Game Object was using.
name | type | arguments | Default | description |
---|---|---|---|---|
destroyMask | boolean | <optional> | false |
Destroy the mask before clearing it? |
This Game Object instance.
Copies an object's coordinates to this Game Object's position.
name | type | description |
---|---|---|
source | Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | Phaser.Types.Math.Vector4Like |
An object with numeric 'x', 'y', 'z', or 'w' properties. Undefined values are not copied. |
This Game Object instance.
Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one, or a Dynamic Texture.
Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.
To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.
If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable texture-based Game Object.
name | type | arguments | description |
---|---|---|---|
maskObject | Phaser.GameObjects.GameObject | Phaser.Textures.DynamicTexture | <optional> |
The Game Object or Dynamic Texture that will be used as the mask. If |
x | number | <optional> |
If creating a Game Object, the horizontal position in the world. |
y | number | <optional> |
If creating a Game Object, the vertical position in the world. |
texture | string | Phaser.Textures.Texture | <optional> |
If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager. |
frame | string | number | Phaser.Textures.Frame | <optional> |
If creating a Game Object, an optional frame from the Texture this Game Object is rendering with. |
This Bitmap Mask that was created.
Prints a warning to the console if you mistakenly call this function thinking it works the same way as Phaser v3.55.
Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.
To create the mask you need to pass in a reference to a Graphics Game Object.
If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.
This means you can call this method to create a Geometry Mask from any Graphics Game Object.
name | type | arguments | description |
---|---|---|---|
graphics | Phaser.GameObjects.Graphics | Phaser.GameObjects.Shape | <optional> |
A Graphics Game Object, or any kind of Shape Game Object. The geometry within it will be used as the mask. |
This Geometry Mask that was created.
Creates a new Gravity Well, adds it to this Emitter and returns a reference to it.
name | type | description |
---|---|---|
config | Phaser.Types.GameObjects.Particles.GravityWellConfig |
Configuration settings for the Gravity Well to create. |
The Gravity Well that was created.
Sorts active particles with Phaser.GameObjects.Particles.ParticleEmitter#depthSortCallback.
This Particle Emitter.
Calculates the difference of two particles, for sorting them by depth.
name | type | description |
---|---|---|
a | object |
The first particle. |
b | object |
The second particle. |
The difference of a and b's y coordinates.
Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.
Also removes itself from the Input Manager and Physics Manager if previously enabled.
Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.
If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
name | type | arguments | Default | description |
---|---|---|---|---|
fromScene | boolean | <optional> | false |
|
If this Game Object has previously been enabled for input, this will disable it.
An object that is disabled for input stops processing or being considered for
input events, but can be turned back on again at any time by simply calling
setInteractive()
with no arguments provided.
If want to completely remove interaction from this Game Object then use removeInteractive
instead.
This GameObject.
Calls each of the listeners registered for a given event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol |
The event name. |
|
args | * | <optional> |
Additional arguments that will be passed to the event handler. |
true
if the event had listeners, else false
.
Emits particles at a given position (or the emitters current position).
name | type | arguments | Default | description |
---|---|---|---|---|
count | number | <optional> | this.quantity |
The number of Particles to emit. |
x | number | <optional> | this.x |
The x coordinate to emit the Particles from. |
y | number | <optional> | this.x |
The y coordinate to emit the Particles from. |
The most recently emitted Particle.
Emits particles at the given position. If no position is given, it will emit from this Emitters current location.
name | type | arguments | Default | description |
---|---|---|---|---|
x | number | <optional> | this.x |
The x coordinate to emit the Particles from. |
y | number | <optional> | this.x |
The y coordinate to emit the Particles from. |
count | number | <optional> | this.quantity |
The number of Particles to emit. |
The most recently emitted Particle.
Return an array listing the events for which the emitter has registered listeners.
Puts the emitter in explode mode (frequency = -1), stopping any current particle flow, and emits several particles all at once.
name | type | arguments | Default | description |
---|---|---|---|---|
count | number | <optional> | this.quantity |
The number of Particles to emit. |
x | number | <optional> | this.x |
The x coordinate to emit the Particles from. |
y | number | <optional> | this.x |
The y coordinate to emit the Particles from. |
The most recently emitted Particle.
Fast forwards this Particle Emitter and all of its particles.
Works by running the Emitter preUpdate
handler in a loop until the time
has been reached at delta
steps per loop.
All callbacks and emitter related events that would normally be fired will still be invoked.
You can make an emitter 'fast forward' via the emitter config using the
advance
property. Set this value to the number of ms you wish the
emitter to be fast-forwarded by. Or, call this method post-creation.
name | type | arguments | description |
---|---|---|---|
time | number |
The number of ms to advance the Particle Emitter by. |
|
delta | number | <optional> |
The amount of delta to use for each step. Defaults to 1000 / 60. |
This Particle Emitter.
Puts the emitter in flow mode (frequency >= 0) and starts (or restarts) a particle flow.
To resume a flow at the current frequency and quantity, use Phaser.GameObjects.Particles.ParticleEmitter#start instead.
name | type | arguments | Default | description |
---|---|---|---|---|
frequency | number |
The time interval (>= 0) of each flow cycle, in ms. |
||
count | Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | <optional> | 1 |
The number of particles to emit at each flow cycle. |
stopAfter | number | <optional> |
Stop this emitter from firing any more particles once this value is reached. Set to zero for unlimited. Setting this parameter will override any |
This Particle Emitter.
Calls a function for each active particle in this emitter. The function is sent two parameters: a reference to the Particle instance and to this Emitter.
name | type | description |
---|---|---|
callback | Phaser.Types.GameObjects.Particles.ParticleEmitterCallback |
The function. |
context | * |
The functions calling context. |
This Particle Emitter.
Calls a function for each inactive particle in this emitter.
name | type | description |
---|---|---|
callback | Phaser.Types.GameObjects.Particles.ParticleEmitterCallback |
The function. |
context | * |
The functions calling context. |
This Particle Emitter.
Gets the number of active (in-use) particles in this emitter.
The number of particles with active=true
.
Chooses an animation from Phaser.GameObjects.Particles.ParticleEmitter#anims, if populated.
The animation to play, or null
if there aren't any.
Returns a bounds Rectangle calculated from the bounds of all currently
active Particles in this Emitter. If this Emitter has only just been
created and not yet rendered, then calling this method will return a Rectangle
with a max safe integer for dimensions. Use the advance
parameter to
avoid this.
Typically it takes a few seconds for a flow Emitter to 'warm up'. You can
use the advance
and delta
parameters to force the Emitter to
'fast forward' in time to try and allow the bounds to be more accurate,
as it will calculate the bounds based on the particle bounds across all
timesteps, giving a better result.
You can also use the padding
parameter to increase the size of the
bounds. Emitters with a lot of randomness in terms of direction or lifespan
can often return a bounds smaller than their possible maximum. By using
the padding
(and advance
if needed) you can help limit this.
name | type | arguments | description |
---|---|---|---|
padding | number | <optional> |
The amount of padding, in pixels, to add to the bounds Rectangle. |
advance | number | <optional> |
The number of ms to advance the Particle Emitter by. Defaults to 0, i.e. not used. |
delta | number | <optional> |
The amount of delta to use for each step. Defaults to 1000 / 60. |
output | Phaser.Geom.Rectangle | <optional> |
The Rectangle to store the results in. If not given a new one will be created. |
A Rectangle containing the calculated bounds of this Emitter.
Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
You can also access values via the values
object. For example, if you had a key called gold
you can do either:
sprite.getData('gold');
Or access the value directly:
sprite.data.values.gold;
You can also pass in an array of keys, in which case an array of values will be returned:
sprite.getData([ 'gold', 'armor', 'health' ]);
This approach is useful for destructuring arrays in ES6.
name | type | description |
---|---|---|
key | string | Array.<string> |
The key of the value to retrieve, or an array of keys. |
The value belonging to the given key, or an array of values, the order of which will match the input array.
Gets the number of inactive (available) particles in this emitter.
The number of particles with active=false
.
Takes the given particle and checks to see if any of the configured Death Zones
will kill it and returns the result. This method is called automatically as part
of the Particle.update
process.
name | type | description |
---|---|---|
particle | Phaser.GameObjects.Particles.Particle |
The particle to test against the Death Zones. |
true
if the particle should be killed, otherwise false
.
Takes the given particle and sets its x/y coordinates to match the next available
emission zone, if any have been configured. This method is called automatically
as part of the Particle.fire
process.
The Emit Zones are iterated in sequence. Once a zone has had a particle emitted from it, then the next zone is used and so on, in a loop.
name | type | description |
---|---|---|
particle | Phaser.GameObjects.Particles.Particle |
The particle to set the emission zone for. |
Chooses a texture frame from Phaser.GameObjects.Particles.ParticleEmitter#frames.
The texture frame.
Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).
Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.
An array of display list position indexes.
Takes the given x
and y
coordinates and converts them into local space for this
Game Object, taking into account parent and local transforms, and the Display Origin.
The returned Vector2 contains the translated point in its properties.
A Camera needs to be provided in order to handle modified scroll factors. If no
camera is specified, it will use the main
camera from the Scene to which this
Game Object belongs.
name | type | arguments | description |
---|---|---|---|
x | number |
The x position to translate. |
|
y | number |
The y position to translate. |
|
point | Phaser.Math.Vector2 | <optional> |
A Vector2, or point-like object, to store the results in. |
camera | Phaser.Cameras.Scene2D.Camera | <optional> |
The Camera which is being tested against. If not given will use the Scene default camera. |
The translated point.
Gets the local transform matrix for this Game Object.
name | type | arguments | description |
---|---|---|---|
tempMatrix | Phaser.GameObjects.Components.TransformMatrix | <optional> |
The matrix to populate with the values from this Game Object. |
The populated Transform Matrix.
Gets the sum total rotation of all of this Game Objects parent Containers.
The returned value is in radians and will be zero if this Game Object has no parent container.
The sum total rotation, in radians, of all parent containers of this Game Object.
Gets the total number of particles in this emitter.
The number of particles, including both alive and dead.
Gets all active Particle Processors.
Gets the world transform matrix for this Game Object, factoring in any parent Containers.
name | type | arguments | description |
---|---|---|---|
tempMatrix | Phaser.GameObjects.Components.TransformMatrix | <optional> |
The matrix to populate with the values from this Game Object. |
parentMatrix | Phaser.GameObjects.Components.TransformMatrix | <optional> |
A temporary matrix to hold parent values during the calculations. |
The populated Transform Matrix.
Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.
If the Game Object has not been enabled for data (via setDataEnabled
) then it will be enabled
before setting the value.
If the key doesn't already exist in the Data Manager then it is created.
When the value is first set, a setdata
event is emitted from this Game Object.
name | type | arguments | description |
---|---|---|---|
key | string | object |
The key to increase the value for. |
|
data | * | <optional> |
The value to increase for the given key. |
This GameObject.
Deactivates every particle in this emitter immediately.
This particles are killed but do not emit an event or callback.
This Particle Emitter.
Return the number of listeners listening to a given event.
name | type | description |
---|---|---|
event | string | symbol |
The event name. |
The number of listeners.
Return the listeners registered for a given event.
name | type | description |
---|---|---|
event | string | symbol |
The event name. |
The registered listeners.
Remove the listeners of a given event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol |
The event name. |
|
fn | function | <optional> |
Only remove the listeners that match this function. |
context | * | <optional> |
Only remove the listeners that have this context. |
once | boolean | <optional> |
Only remove one-time listeners. |
this
.
Add a listener for a given event.
name | type | arguments | Default | description |
---|---|---|---|---|
event | string | symbol |
The event name. |
||
fn | function |
The listener function. |
||
context | * | <optional> | this |
The context to invoke the listener with. |
this
.
Sets a function to call for each particle death.
name | type | arguments | description |
---|---|---|---|
callback | Phaser.Types.GameObjects.Particles.ParticleDeathCallback |
The function. |
|
context | * | <optional> |
The function's calling context. |
This Particle Emitter.
Sets a function to call for each newly emitted particle.
name | type | arguments | description |
---|---|---|---|
callback | Phaser.Types.GameObjects.Particles.ParticleEmitterCallback |
The function. |
|
context | * | <optional> |
The calling context. |
This Particle Emitter.
Add a one-time listener for a given event.
name | type | arguments | Default | description |
---|---|---|---|---|
event | string | symbol |
The event name. |
||
fn | function |
The listener function. |
||
context | * | <optional> | this |
The context to invoke the listener with. |
this
.
Takes either a Rectangle Geometry object or an Arcade Physics Body and tests to see if it intersects with any currently alive Particle in this Emitter.
Overlapping particles are returned in an array, where you can perform further processing on them. If nothing overlaps then the array will be empty.
name | type | description |
---|---|---|
target | Phaser.Geom.Rectangle | Phaser.Physics.Arcade.Body |
A Rectangle or Arcade Physics Body to check for intersection against all alive particles. |
An array of Particles that overlap with the given target.
Destroys this Particle Emitter and all Particles it owns.
Updates this emitter and its particles.
name | type | description |
---|---|---|
time | number |
The current timestamp as generated by the Request Animation Frame or SetTimeout. |
delta | number |
The delta time, in ms, elapsed since the last frame. |
Remove all listeners, or those of the specified event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol | <optional> |
The event name. |
this
.
Removes the given Particle Death Zone from this Emitter.
name | type | description |
---|---|---|
zone | Phaser.GameObjects.Particles.Zones.DeathZone |
The Death Zone that should be removed from this Emitter. |
This Particle Emitter.