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-- Class: Emitter
-- An emitter periodically emits sprites with varying properties --
-- for example, velocity. These are set with the emitter's min and
-- max properties. For example, you could set the x velocity of
-- particles to range between -100 and 100 with these statements:
--
-- > emitter.min.velocity.x = -100
-- > emitter.max.velocity.x = 100
--
-- Properties can descend two levels deep at most.
--
-- You can specify any property in min and max, and it will be set
-- on sprites as they are emitted. Mins and maxes can only be used
-- with numeric properties.
--
-- Particles when emitted will appear at a random spot inside the
-- rectangle defined by the emitter's x, y, width, and height
-- properties.
--
-- Because emitters are <Group> subclasses, all particles appear at
-- the same z index onscreen. This also means that setting active,
-- visible, and solid properties on the emitter will affect all particles.
--
-- Any sprite may be used as a particle. When a sprite is added as
-- a particle, its die() method is called. When emitted, revive() is
-- called on it. If you want a particle to remain invisible after being
-- emitted, for example, then write an onEmit method on your sprite to do so.
--
-- Extends:
-- <Group>
--
-- Event: onEmit
-- Called on both the parent emitter and the emitted sprite
-- when it is emitted. If multiple particles are emitted at once, the
-- emitter will receive multiple onEmit events.
Emitter = Group:extend{
-- Property: x
-- The x coordinate of the upper-left corner of the rectangle where particles may appear.
x = 0,
-- Property: y
-- The y coordinate of the upper-left corner of the rectangle where particles may appear.
y = 0,
-- Property: width
-- The width of the rectangle where particles may appear.
width = 0,
-- Property: height
-- The height of the retangle where particles may appear.
height = 0,
-- Property: emitting
-- Boolean whether this emitter is actually emitting particles.
emitting = true,
-- Property: period
-- How long, in seconds, the emitter should wait before emitting.
period = math.huge,
-- Property: emitCount
-- How many particles to emit at once.
emitCount = 1,
-- Property: min
-- Minimum numeric properties for particles.
min = {},
-- Property: max
-- Maximum numeric properties for particles.
max = {},
-- Property: emitTimer
-- Used to keep track of when the next emit should take place.
-- To restart the timer, set it to 0. To immediately force a particle
-- to be emitted, set it to the emitter's period property. (Although
-- you should probably call emit() instead.)
emitTimer = 0,
-- which particle to emit next
_emitIndex = 1,
-- Method: loadParticles
-- Creates a number of particles to use based on a class.
-- This calls new() on the particle class with no arguments.
--
-- Arguments:
-- class - class object to instantiate
-- count - number of particles to create
--
-- Returns:
-- nothing
loadParticles = function (self, class, count)
for i = 1, count do
self:add(class:new())
end
end,
-- Method: emit
-- Emits one or more particles. This ignores the emitting property.
-- If no particles are ready to be emitted, this does nothing.
--
-- Arguments:
-- count - how many particles to emit, default 1
--
-- Returns:
-- emitted particle
emit = function (self, count)
count = count or 1
if #self.sprites == 0 then return end
for i = 1, count do
local emitted = self.sprites[self._emitIndex]
self._emitIndex = self._emitIndex + 1
if self._emitIndex > #self.sprites then self._emitIndex = 1 end
-- revive it and set properties
emitted:revive()
emitted.x = math.random(self.x, self.x + self.width)
emitted.y = math.random(self.y, self.y + self.height)
for key, _ in pairs(self.min) do
if self.max[key] then
-- simple case, single value
if type(self.min[key]) == 'number' then
emitted[key] = self.min[key] + math.random() * (self.max[key] - self.min[key])
end
-- complicated case, table
if type(self.min[key]) == 'table' then
for subkey, _ in pairs(self.min[key]) do
if type(self.min[key][subkey]) == 'number' then
emitted[key][subkey] = self.min[key][subkey] + math.random() *
(self.max[key][subkey] - self.min[key][subkey])
end
end
end
end
end
if emitted.onEmit then emitted:onEmit(self) end
if self.onEmit then self:onEmit(emitted) end
end
end,
-- Method: explode
-- This emits many particles simultaneously then immediately stops any further
-- emissions. If you want to keep the emitter going, call emitter.emit(#emitter.sprites).
--
-- Arguments:
-- count - number of particles to emit, defaults to all of them
--
-- Returns:
-- nothing
explode = function (self, count)
count = count or #self.sprites
self:emit(count)
self.emitting = false
end,
-- Method: extinguish
-- This immediately calls die() on all particles, then the emitter itself.
-- This differs from a regular die() call in that if you call revive() on the
-- emitter later, particles will not appear where they last left off.
--
-- Arguments:
-- none
--
-- Returns:
-- nothing
extinguish = function (self)
for _, spr in self:members() do
spr:die()
end
self:die()
end,
update = function (self, elapsed)
if not self.active then return end
if self.emitting then
self.emitTimer = self.emitTimer + elapsed
if self.emitTimer > self.period then
self:emit(self.emitCount)
self.emitTimer = self.emitTimer - self.period
end
end
Group.update(self, elapsed)
end,
add = function (self, sprite)
sprite:die()
Group.add(self, sprite)
end,
__tostring = function (self)
local result = 'Emitter (x: ' .. tostring(self.x) .. ', y: ' .. tostring(self.y) ..
', w: ' .. tostring(self.width) .. ', h: ' .. tostring(self.height) .. ', '
if self.emitting then
result = result .. 'emitting with period ' .. tostring(self.period) .. ', '
else
result = result .. 'not emitting, '
end
return result
end
}
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