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Found 1 result

  1. Hi, everyone. I've not been able to find any similar issues to mine, so I'm posting a new topic asking for help. I'm using Phaser 2.6.2 to develop a multiplayer web game. I want a particle emitter to start at the location of the player when a button is pressed, in an explosion. In create(), I have the following code: this.emitter = game.add.emitter(0, 0, 8); this.emitter.makeParticles('seeds'); this.emitter.gravity = 500; I ask the emitter to start later in a custom function called dump(), passing in the player's coordinates. Dump() is called by a function when the variable appleEaten is true and the player is on the right part of the screen. dump: function (x, y) { appleEaten = false; this.emitter.x = x; this.emitter.y = y; console.log(this.emitter.maxParticles); this.emitter.start(true, 1000, null, 8, 8); console.log(this.emitter.x + ", " + this.emitter.y + " is the emitter."); console.log(this.emitter.on); // this is returning false? The program correctly knows how many particles it should spew (8). The emitter is at the correct coordinates based on another console log. However, this.emitter.on console log always returns false. I have the same console log line running in update, and of course it's false every time there, too. Basically, the emitter just doesn't turn on, and I don't know why. I am not getting any errors in the console, either. Has anyone run into this, and/or does anyone have a suggestion on how to approach this? Thank you! EDIT: I load 'seeds' in another state, as with all of my images. When I try to add 'seeds' as an image in create, nothing shows up, and again, no error. I imagine these are separate issues, but I could be wrong.
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