We are going to make our death more dramatic by using particles to make it look like our player explodes.
Adding an explsion uses the following knowledge which we covered in another chapter;
We make the explosion make it grey as a tribute to Nintendo's censoring of Mortal Kombat turning red blood into grey sweat to make the violence less graphic!.
To do this we import an image of a grey pixel block and name it sweat which is used by a new function which sets up a "particle emmitter". These little blocks will be the particle explode out of this emitter.
playState.setParticles = function() {
sweat = game.add.emitter(0, 0, 20);
sweat.makeParticles('sweat');
sweat.setYSpeed(-150, 150);
sweat.setXSpeed(-150, 150);
sweat.gravity = 0;
};
This code creates a particle emitter, which is suitable as a base for our explosion. The values (0,0,20) mean that the explosion will start from the centre and and will have a maximum of 20 particle blocks in the explosion.
When the player is hit in the hitHazard function the following code starts the explosion.
sweat.x = player.x;
sweat.y = player.y+10;
sweat.start(true, 300, null, 20);
This sets up where the explosion will happen, which is a bit above where the player is, and starts the process.
start(true, lifespan=0, null, total) - true, here means the emitter is an explosion type, 300 is how long it will last, null is if it will repeat so here it won't it's a one off, and 20 is the number of particles that will make up the explosion. .
There is full information in the documentation below:
https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html
https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#start
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