Flint Particle System Forum - Move a Emitter and affect particles movement?2011-12-11T10:01:04+00:00http://flintparticles.org/forum/
Lussumo Vanilla & Feed Publisher
Move a Emitter and affect particles movement?http://flintparticles.org/forum/comments.php?DiscussionID=463&Focus=1561#Comment_15612011-02-25T19:00:52+00:002011-02-25T20:23:40+00:00felipegmhttp://flintparticles.org/forum/account.php?u=473
I´m creating a flame using Flint, and it´s goint fine. But I must make the emitter to move on the stage, and make the flame to move as realistic as possible. I imagine that following the tutorials ...
The effect I look is the same as http://d2fhka9tf2vaj2.cloudfront.net/tuts/001_flintParticles/Tutorial/SWFs/BurningFuse.html but using TweenMax to move the MC.
Any help on this will be great! thanks]]>
Move a Emitter and affect particles movement?http://flintparticles.org/forum/comments.php?DiscussionID=463&Focus=1567#Comment_15672011-02-27T13:24:12+00:002011-12-11T10:01:04+00:00Richardhttp://flintparticles.org/forum/account.php?u=1
Two options come to mind...
1. Create a custom activity to position the emitter using TweenMax...
package
{
import org.flintparticles.common.activities.ActivityBase;
import ...
1. Create a custom activity to position the emitter using TweenMax...
public class CustomActivity extends ActivityBase { override public function update( emitter : Emitter, time : Number ) : void { var e:Emitter2D = Emitter2D( emitter ); // Use TweenMax and time to set e.x and e.y // N.B. time is the time since the previous update } } }
2. Use the FollowDisplayObject activity to make the emitter follow a DisplayObject. Then use TweenMax to update the position of the display object.]]>