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Showing results for tags 'emitters'.
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Phaser CE v2.8.0 | WebGL I have a game with lots of enemies, and each enemy needs to shoot out blood particles when attacked. My problem is, my world size is much larger than the size of the emitter bitmapdata that ParticleStorm creates. I tried making it larger, but that caused extreme lag. Then I tried making an emitter for each enemy, and moving the x/y coordinates of the emitter's display to the enemy's location: this also caused heavy lag after just 2 or 3 emitters were created. Any ideas on what I can do to have enemies emit particles across a large map (1920x1920)?
Can you guys that read book "Interphase 1" help me understanding how one can determine that emitter will generate particles in V format (in really a symbol like an "<") that give us the impression of waves behind the boat. I read and re-read that part of code but I failed to figure it out. Thank you all. Note: I don't publish the source code of the game so anyone could answer because I don't think I am allowed to.
Hi friends, I am trying to do a top down space shooter in Phaser and I have a group, inside this group I've created the sprites of my enemy ships, they were created with game.group.createMultiple(), what I want to do now is to add one emitter to each enemy sprite, something like an Emitter Pool... it's possible?? Or what would be the best method? PD: Sorry for my english, I am from Colombia, South America.