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- CommentAuthorfelipegm
- CommentTimeFeb 25th 2011 edited
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 and source files I can´t do that.
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 -
- CommentAuthorRichard
- CommentTimeFeb 27th 2011
Two options come to mind...
1. Create a custom activity to position the emitter using TweenMax...package
{
import org.flintparticles.common.activities.ActivityBase;
import org.flintparticles.common.emitters.Emitter;
import org.flintparticles.twoD.emitters.Emitter2D;
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.
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