Jump to content

Search the Community

Showing results for tags 'particlestorm phaser'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. Hi there How can I have fancy particlestorm trails coming out of by sprite bullets and do collision detection? I've managed to get the basic PS emitter example working. But there is no way of getting the emitter position or doing collision detection between the emitter and another object (that I know of) I've tried to put a sprite over the emitter but it's hard to match the velocities and stop the emitter when I want to kill the bullet. I've tried to create a sprite with a render texture but nothing happens. Also tried adding the emitter as a child. I presume I need to create a sprite and attach the emitter to it but am now stuck. Any help is much appreciated and code below. Thanks! var game = new Phaser.Game(400, 300, Phaser.AUTO, 'Particles', { preload: preload, create: create, update: update, render: render }); var manager = null; var emitter = null; var object; var bullet = { image: 'bullet', anchorX : 0.8, anchorY : 0.5, vy: -8.0, scale: 0.5, rotation: -90.0, emit: { name: 'data', value: 0.07 } }; var data = { lifespan: 6000, image: 'white', scale: 0.5, blendMode: 'ADD', hsv: { initial: 0, value: 359, control: 'linear' }, vx: { min: -0.5, max: 0.5 }, vy: { min: -1, max: -2 } }; var player; function preload() { game.load.script('particlestorm', './assets/particle-storm.min.js'); // game.forceSingleUpdate = true; game.load.image('bullet', './assets/bullet.png'); game.load.image('white', './assets/white.png'); game.load.image('player', './assets/turret.png'); } function create() { manager = this.game.plugins.add(Phaser.ParticleStorm); manager.addData('bullet', bullet); manager.addData('data', data); //emitter = manager.createEmitter(); emitter = manager.createEmitter(Phaser.ParticleStorm.RENDERTEXTURE); emitter.addToWorld(); //player = game.add.sprite ( 100, 100,emitter.renderer.renderTexture); player = game.add.sprite ( 100, 100, 'player'); game.physics.enable(player, Phaser.Physics.ARCADE); player.enableBody = true; //player.addChild(emitter); } function fire(pointer) { emitter.renderer.display.visible = true; console.log ("PointerX= "+pointer.x); player.reset (pointer.x,300); player.body.velocity.y = -500; emitter.emit('bullet', pointer.x, 300); } function update(){ game.input.onDown.add(fire, this); if (player.body.y < 50 ){ player.kill(); emitter.renderer.display.visible = false; } } function render() { game.debug.text('Click to fire', 32, 32); }
×
×
  • Create New...