Particle Emitter Lighting
Demonstrates how to apply 2D lighting and normal maps to a Particle Emitter, allowing emitted particles to react to dynamic light sources.
800 × 600
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png');
this.load.image('bg', [ 'assets/textures/gold.png', 'assets/textures/gold-n.png' ]);
this.load.spritesheet('fish', [ 'assets/sprites/fish-136x80.png', 'assets/sprites/fish-136x80_n.png' ], { frameWidth: 136, frameHeight: 80 });
}
create ()
{
this.add.sprite(400, 300, 'bg').setLighting(true).setAlpha(0.2);
this.add.particles(0, 0, 'fish', {
frame: { frames: [ 0, 1, 2 ], cycle: true, quantity: 4 },
x: -70,
y: { min: 100, max: 500, steps: 8 },
lifespan: 5000,
speedX: { min: 200, max: 400, steps: 8 },
quantity: 4,
frequency: 500
}).setLighting(true);
this.add.sprite(680, 600, 'sonic').setOrigin(0.5, 1);
this.lights.enable();
this.lights.setAmbientColor(0x808080);
const spotlight = this.lights.addLight(400, 300, 280).setIntensity(3);
this.input.on('pointermove', pointer =>
{
spotlight.x = pointer.x;
spotlight.y = pointer.y;
});
const colors = [
0xffffff, 0xff0000, 0x00ff00, 0x00ffff, 0xff00ff, 0xffff00
];
let currentColor = 0;
this.input.on('pointerdown', pointer =>
{
currentColor++;
if (currentColor === colors.length)
{
currentColor = 0;
}
spotlight.setColor(colors[currentColor]);
});
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
parent: 'game-container',
width: 800,
height: 600,
scene: Example
};
const game = new Phaser.Game(config);