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- CommentAuthorFlashDev2007
- CommentTimeFeb 17th 2011 edited
I am using the following intializer code which says to use one of these 3 classes (simple Shapes) and I want 1 Rect for every 10 Circles.addInitializer(new ImageClasses([Rect, Circle, Ring],[1,10]));
The shapes take a color param in their constructor, at present I am randomizing the color in a base class for each shape. Is it possible to pass in parameters to their constructors? Or even better is there a way to pass in a new ImageClass for each item in the array to ImageClasses? -
- CommentAuthorRichard
- CommentTimeFeb 20th 2011
You can pass an array instead of a simple class, then the first item in the array should be the class, and the other items the parameters for the constructor. For exampleaddInitializer(new ImageClasses([ [Rect, 5, 10], [Circle, 5], [Ring, 3, 5] ], [1, 10, 1] ));
I'm not sure what you're asking with the second part of your question. Would you try explaining again. -
- CommentAuthorFlashDev2007
- CommentTimeFeb 21st 2011
I just needed to pass in params to each constructor, and couldn't see how it was done, thank you. Ignore the second part this will do nicely. -
- CommentAuthorkillerspaz
- CommentTimeMar 2nd 2011
Hmm this is interesting... I was looking at ImageClasses and SharedImages...
It seemed to me SharedImages was for passing instances of DisplayObject, and ImageClasses was for passing classes - so which would be more appropriate?
In my mind his use case would warrant SharedImages usage - but again I didn't realize ImageClasses took such complex (and untyped) input.
Just my 2 cents, I've been having so much fun playing with Flint - and I've even built my own particle systems in AS3! Just trying to get a better handle on your framework (which is much more friendly than others I've used/implemented)! -
- CommentAuthorRichard
- CommentTimeMar 6th 2011
In general, SharedImage and SharedImages are more suitable if you're using a BitmapRenderer, since this renderer can share a single display object between multiple particles. ImageClass and ImageClasses are more suitable if you're using a DisplayObjectRenderer, since this renderer requires a new display object for each particle.
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