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Showing results for tags 'particle storm'.
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I'm interested in the Particle Storm plugin, but I'll be updating my game to Phaser 3.0 shortly. WIll the plugin be updated for 3.0, or will the code work in 3.0?
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Hi guys, Is there any way you can change the position of an emitter created with Particle Storm from (x,y) to (x1, y1) and then to (x2, y2)? Any ideas? --- Or how to destroy an emitter?
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- emitter
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Hey guys, I was wondering if Particle Storm can handle an atlas: I'm trying to port this: var emitter = this.game.add.emitter(this.centerX, this.moon.y - ~~(this.moon.y * 0.5), 25); emitter.makeParticles("prefabs", ['present_0.png', 'present_1.png', 'present_2.png', 'present_3.png', 'present_4.png', 'present_5.png', 'present_6.png', 'present_7.png', 'present_8.png', 'present_9.png']); emitter.gravity = 200; emitter.start(true, 3500, null, 15); and from what I've seen until now there is only this setup in Particle Storm: var data = { lifespan: { min: 2000, max: 3000 }, image: ['flare_diamond', 'flare_point', 'flare_vertical'] }; Any ideas? Thank you!
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- particle storm
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Hello, I have just purchased the Particle Storm plugin. I like it a lot and it makes it easy to make complicated things, but I cannot make a simple thing easily. What I would like to do is stop/remove/hide the particle effect/emitter when the user is starting a new round and then show it again when needed. That's where I am stuck - I simply can't manage to do something as simple as hiding/stopping/removing the particles. I searched through the docs but I can't seem to find an opposite of the .emit() method, i.e. a way to stop it? Then as a last resort I tried to destroy the emitter object and then recreate it when needed, but even that doesn't work. I though my code was causing the problem somewhere but then I took one of the examples (pixel_renderer_01.html) and just added a call to destroy after 2sec at the end of the create method and it generates the same error in the console as my code: Uncaught TypeError: Cannot read property 'add' of null at Phaser.ParticleStorm.Particle.create (particle-storm.min.js:2) at Phaser.ParticleStorm.Particle.reset (particle-storm.min.js:2) at Phaser.ParticleStorm.Emitter.emitParticle (particle-storm.min.js:2) at Phaser.ParticleStorm.Zones.Line.emit (particle-storm.min.js:2) at Phaser.ParticleStorm.Emitter.emit (particle-storm.min.js:2) at c.Timer.update (phaser.min.js:19) at c.Time.updateTimers (phaser.min.js:19) at c.Time.update (phaser.min.js:19) at c.Game.update (phaser.min.js:12) at c.RequestAnimationFrame.updateRAF (phaser.min.js:18) at window.requestAnimationFrame.forceSetTimeOut._onLoop (phaser.min.js:18) Attached you can find the example file with the code added by me, I believe I really didn't manage to do anything wrong in those 5 lines (my code is lines 64 to 73)? Or am I taking a completely wrong approach, what should I do to stop the emitter when needed and then restart it again when needed? Kind regards, Darko pixel renderer01.html
- 6 replies
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- phaser
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