iKest Posted February 28, 2016 Share Posted February 28, 2016 Demo I made a small example for the use BitmapData to smoke animation... preload: function () { var me = this; me.load.image('face', 'assets/face.png'); me.load.image('frame', 'assets/frame.png'); me.load.image('smoke', 'assets/smoke.png'); } create: function () { var me = this; me.sizeX = 198; me.sizeY = 249; me.particleCount = 30; me.seed = Date.now(); me.random = new Phaser.RandomDataGenerator([me.seed]); me.bmd = me.make.bitmapData(me.sizeX, me.sizeY); me.bmd.smoothed = false; me.face = me.make.image(0, 0, 'face'); me.mask = me.add.graphics(0, 0); me.mask.alpha = 0; me.mask.beginFill(0xFFFFFF); me.mask.drawEllipse(me.world.centerX, me.world.centerY, 120,140); me.particle = me.make.image(0, 0,'smoke'); me.particle.anchor.setTo(0.5,0.5); me.particles = []; for (j = 0; j < me.particleCount; j++){ me.particles [j] = { x: me.random.integerInRange(0,me.sizeX), y: me.random.integerInRange(0,me.sizeY), velocityX: me.random.realInRange(-2,2), velocityY: me.random.realInRange(-2,2) } } me.mirror = me.add.image(me.world.centerX, me.world.centerY, me.bmd) me.mirror.anchor.setTo(0.5, 0.5); me.frame = me.add.image(me.world.centerX, me.world.centerY, 'frame') me.frame.anchor.setTo(0.5, 0.5); me.mirror.mask = me.mask; me.time.events.loop(Phaser.Timer.SECOND/24, me.updateSmoke, me); }, updateSmoke: function() { var me = this; var rect = new Phaser.Rectangle(0,0,me.sizeX, me.sizeY); me.bmd.copyRect(me.face, rect, 0, 0, 0.5); for (j = 0; j < me.particleCount; j++){ me.particles[j].x += me.particles[j].velocityX; me.particles[j].y += me.particles[j].velocityY; if (me.particles[j].x >= me.sizeX) { me.particles[j].velocityX = -me.particles[j].velocityX; me.particles [j].x = me.sizeX; } else if (me.particles[j].x <= 0) { me.particles[j].velocityX = -me.particles[j].velocityX; me.particles[j].x = 0; } if (me.particles[j].y >= me.sizeY) { me.particles[j].velocityY = -me.particles[j].velocityY; me.particles[j].y = me.sizeY; } else if (me.particles[j].y <= 0) { me.particles[j].velocityY = -me.particles[j].velocityY; me.particles[j].y = 0; } me.bmd.draw(me.particle, me.particles[j].x, me.particles[j].y); } } fillmoreb and shohan4556 2 Link to comment Share on other sites More sharing options...
fillmoreb Posted February 28, 2016 Share Posted February 28, 2016 Nice. Link to comment Share on other sites More sharing options...
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