Fit to Region with Manual Size
Demonstrates how to use Phaser.Actions.FitToRegion on Game Objects that lack intrinsic dimensions, such as Particle Emitters, by providing explicit source width and height.
800 × 600
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.atlas('flares', 'assets/particles/flares.png', 'assets/particles/flares.json');
}
create ()
{
this.createFlameRegion(200, 200, 100, 100);
this.createFlameRegion(500, 150, 75, 75);
this.createFlameRegion(600, 300, 50, 50);
this.createFlameRegion(350, 450, 150, 150);
}
createFlameRegion (x, y, width, height)
{
const flame = this.add.particles(150, 550, 'flares',
{
frame: 'white',
color: [ 0xfacc22, 0xf89800, 0xf83600, 0x9f0404 ],
colorEase: 'quad.out',
lifespan: 2400,
angle: { min: -100, max: -80 },
scale: { start: 0.70, end: 0, ease: 'sine.out' },
speed: 100,
advance: 2000,
blendMode: 'ADD'
});
const region = { x, y, width, height };
// Set the dimensions of the target manually, because ParticleEmitter doesn't have size.
Phaser.Actions.FitToRegion(flame, -1, region, { width: 64, height: 64 });
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#000',
parent: 'game-container',
scene: Example
};
const game = new Phaser.Game(config);