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Showing results for tags 'emitters'.
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Phaser CE v2.8.0 | WebGL I have a game with lots of enemies, and each enemy needs to shoot out blood particles when attacked. My problem is, my world size is much larger than the size of the emitter bitmapdata that ParticleStorm creates. I tried making it larger, but that caused extreme lag. Then I tried making an emitter for each enemy, and moving the x/y coordinates of the emitter's display to the enemy's location: this also caused heavy lag after just 2 or 3 emitters were created. Any ideas on what I can do to have enemies emit particles across a large map (1920x1920)?
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Can you guys that read book "Interphase 1" help me understanding how one can determine that emitter will generate particles in V format (in really a symbol like an "<") that give us the impression of waves behind the boat. I read and re-read that part of code but I failed to figure it out. Thank you all. Note: I don't publish the source code of the game so anyone could answer because I don't think I am allowed to.
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- interphase
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Hi friends, I am trying to do a top down space shooter in Phaser and I have a group, inside this group I've created the sprites of my enemy ships, they were created with game.group.createMultiple(), what I want to do now is to add one emitter to each enemy sprite, something like an Emitter Pool... it's possible?? Or what would be the best method? PD: Sorry for my english, I am from Colombia, South America.
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Hi All, I've just started using Phaser over the last couple of days and am liking it very much. I've never attempted any serious programming with Javascript, but seem to be catching on quickly thanks to all the available Phaser documentation. My question concerns the performance hit of using "emitters" in place of "groups". I understand that the emitter functions are basically an extension to the groups functions. What I'm doing is creating an endless scroller/runner game format. As the screen scrolls, pre-composed "scene" sections are chosen randomly, then generated off screen and scroll by from right to left. These scenes are composed of platforms, coins, enemies, and various objects. I've been using an emitter for each type of scene object (i.e coin emitter, enemy emitter, platform emitter, etc). Each emitter will generate a scene that will then scroll by, after a certain time has elapsed, another scene will be chosen at random, then generated and allowed to scroll by. I've been using emitters instead of simple groups because it requires less coding on my part to generate each scene. This has been working just fine with no lag or noticable hit in performance so far. My concern is that as the game gets more complicated with more scene objects, will I eventually start to see a hit in performance? The reason I feel this way is that it seems that emitter particles get several physics properties automatically applied to them, some of which i'm not using. Will using emitters instead of groups for this eventually create a performance disadvantage? What would you use to continually generate scrolling scene content?