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Found 4 results

  1. In [both 1.1.4 and] 1.1.5 it seems that repeated calls to Emitter.start with the same quantity argument (no exploding) causes an increasing number of particles to be generated each call, rather than generating the indicated number of particles for that call. For example: I make 200 particles once (with makeParticles), then at set intervals want to spawn 5 particles. When these intervals have elapsed I call start(false, 0, 250, 5) to release 5 of the particles. After the first interval, 5 sprites are spawned. After the next interval, an additional 10 sprites are spawned (so there are 15 total), but I only wanted 5 more. Every interval, 5 more sprites are spawned that single call, leading to an geometric increase in the number of particles on the screen. If I use the explode property (call start(true, 0, null, 5)) then only five particles are spawned each time, as I would expect. This is perhaps not a bug, per se, because the source for Emitter.start explicitly checks if (explode){ this._quantity = quantity;}else{ this._quantity += quantity;}But I guess I am wondering why would this behavior ever be desired, and if it should really be this way?
  2. Hi!I have found this in forum:http://www.html5gamedevs.com/topic/3400-tinting-sprite-color/?hl=tinting I use version 1.1.5. There are any example of how to create an effect of impact sprite?
  3. Hello. I have seen several posts that talk about this topic. I do not understand what happens when the bullets hit platforms. Function when the collision occurs is not executed. This only happens when the bullet hits a group of platforms. This is my code create: this.bullets = this.game.add.group(); this.bullets.createMultiple(30, 'bullet'); this.bullets.forEach(utils.setupBullet, this); utils.setupBullet = function(bullet) { bullet.anchor.x = 0.5; bullet.anchor.y = 0.5; bullet.outOfBoundsKill = true; bullet.lifespan = 2300; bullet.body.setCircle(15); bullet.animations.add('default', [0, 1, 2, 1], 10, true); bullet.animations.play('default'); }; update: this.game.physics.overlap(this.bullets, this.layer, this.collisionBulletWall, null, this); collisionBulletWall: function(bullet, wall) { bullet.kill(); } any idea?
  4. Only can I use 42 tiles, why? This is my JSON { "height": 64, "layers": [{ "data": [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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96, "margin": 0, "name": "tiles", "properties": { }, "spacing": 0, "tileheight": 16, "tilewidth": 16 }], "tilewidth": 16, "version": 1, "width": 64}Greetings!
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