Flint Particle System Forum - Use a class file with ImageClasses to generate particles?2010-11-24T23:18:28+00:00http://flintparticles.org/forum/
Lussumo Vanilla & Feed Publisher
Use a class file with ImageClasses to generate particles?http://flintparticles.org/forum/comments.php?DiscussionID=264&Focus=941#Comment_9412009-10-20T20:37:15+01:002009-10-20T21:01:05+01:00edhttp://flintparticles.org/forum/account.php?u=257
I've learned from the tutorial that the emitters must create the particles to be rendered using either the DisplayObjectRenderer or BitmapRenderer. But I haven't seen an example much discussion about ...
I'm trying to use ImageClasses to "load" an array of MovieClips.
//PHP loaded, XML nodes converted to object properties...
private function dataLoaded(e:DataEvent):void { _itemArray = e.items;
for (var i:uint = 0; i < _itemArray.length; i++) { var box:Box = new Box(_itemArray[i].sentence.length); _boxArray.push(box); }
images = new ImageClasses(_boxArray); emitter.counter = new Blast(_boxArray.length); emitter.addInitializer(images); emitter.addInitializer(new Position(zone));
Error #1034: Type Coercion failed: cannot convert Box@35537451 to Class.
I've compared my code to the snippet seen here: http://flintparticles.org/forum/comments.php?DiscussionID=242&page=1 but I still get the error...any ideas?]]>
Use a class file with ImageClasses to generate particles?http://flintparticles.org/forum/comments.php?DiscussionID=264&Focus=942#Comment_9422009-10-20T22:50:51+01:002009-10-20T22:55:04+01:00edhttp://flintparticles.org/forum/account.php?u=257
Solution found :)
Took a hint from this post: http://flintparticles.org/forum/comments.php?DiscussionID=155. I placed the particle first, then added them to the emitter...I'm guessing I could have ...
Took a hint from this post: http://flintparticles.org/forum/comments.php?DiscussionID=155. I placed the particle first, then added them to the emitter...I'm guessing I could have placed the particles after adding them as well, but this seemed the most straightforward to me.
private function dataLoaded(e:DataEvent):void { _itemArray = e.items;
for (var i in _itemArray) { var l:uint = _itemArray[i].sentence.length; var box:Box = new Box(l); box.x = 900 * Math.random() + 50; box.y = 550 * Math.random() + 25; addChild(box);
box.setData(_itemArray[i]); _boxArray.push(box);
var particle = Particle2DUtils.createParticle2DFromDisplayObject(box, renderer, emitter.particleFactory); emitter.addExistingParticles([particle], true); }
BTW, Richard, thank you for this remarkable system. You've really made particle simulation accessible to everyone. Amazing documentation as well. Hats off to you!]]>
Use a class file with ImageClasses to generate particles?http://flintparticles.org/forum/comments.php?DiscussionID=264&Focus=950#Comment_9502009-11-02T08:01:05+00:002010-11-24T23:18:28+00:00Richardhttp://flintparticles.org/forum/account.php?u=1
Hi Ed
I'm pleased you found the solution. It is possible to pass the image directly to the particle -
particle.image = box
but because the emitter works with behaviours, you'd have to wrap ...
I'm pleased you found the solution. It is possible to pass the image directly to the particle -
particle.image = box
but because the emitter works with behaviours, you'd have to wrap this up as an Initializer.
I intend to add a tutorial about writing custom Initializers and Actions soon, but there's a few bits of work I have to get out the way first.