MrSpijker Posted November 26, 2015 Share Posted November 26, 2015 Hi all, I'm creating a phaser+socketIO game where people have to race each other.I'm providing all players with an emitter as a trail.Ideally I'd like to keep a constant flow on the emitter but it always shoots out in bursts When I look into the rain example I see a constant particle flow: http://phaser.io/examples/v2/particles/rain But with my project it only bursts. I know that it has to do with lifecycle and frequency but I'm a bit confused after all my tries.Emitter is made inside a Player object which holds the body sprite as well.this.emitter = game.add.emitter(this.sprite.x, this.sprite.y);this.emitter.makeParticles('particle'); //this.emitter.setXSpeed(10, 10); //this.emitter.setRotation(0, 0); this.emitter.setAlpha(1, 0, 1000); this.emitter.setScale(0.8, 0, 0.8, 0, 3000); this.emitter.minRotation = 0; this.emitter.maxRotation = 0; this.emitter.gravity = 0; this.emitter.setXSpeed(-400, 0); this.emitter.setYSpeed(-5, 5); this.emitter.start(false, 1600, 5, 0);Thanks guys, phaser kicks ass! Link to comment Share on other sites More sharing options...
MrSpijker Posted November 30, 2015 Author Share Posted November 30, 2015 Anyone? Link to comment Share on other sites More sharing options...
drhayes Posted December 1, 2015 Share Posted December 1, 2015 Can you post a live example? You also might want to try shortening that X speed range, like -400 to -300 or -100 to 0 or something. I could see how things might get "clumpy" with that much variance. Link to comment Share on other sites More sharing options...
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