Flint Particle System Forum - How do I remove mutualgravity?2011-10-16T22:07:37+01:00http://flintparticles.org/forum/
Lussumo Vanilla & Feed Publisher
How do I remove mutualgravity?http://flintparticles.org/forum/comments.php?DiscussionID=517&Focus=1717#Comment_17172011-09-14T11:25:50+01:002011-10-16T22:07:37+01:00chris0990http://flintparticles.org/forum/account.php?u=541
I have tried 'emitter.removeAction( gravity );' wherein 'var gravity:MutualGravity = new MutualGravity( 10,100, 3 );'
but it seems that removeAction on MutualGravity doesn't work.
I have also ...
but it seems that removeAction on MutualGravity doesn't work.
I have also tried 'gravity = gravity1;' wherein 'var gravity1:MutualGravity = new MutualGravity( 0, 100, 3 );' but like the particles still retains its gravity.
var emitter:Emitter2D = new Emitter2D(); var movetry:Move = new Move(); var gravity:MutualGravity = new MutualGravity( 10,100, 3 ); var gravity1:MutualGravity = new MutualGravity( 0, 100, 3 ); var speedLimit:SpeedLimit = new SpeedLimit( 100 );
emitter.counter = new Steady( 2 );
emitter.addInitializer( new ImageClass( Star, 2 ) ); emitter.addInitializer( new Position( new LineZone( new Point( -5, 400 ), new Point( -5, -5 ) ) ) ); emitter.addInitializer( new Velocity( new PointZone( new Point( 65, 0 ) ) ) ); emitter.addInitializer( new ScaleImageInit( 0.75, 2 ) );
emitter.addAction( movetry ); emitter.addAction( new DeathZone( new RectangleZone( -10, -10, 620, 420 ), true ) );
var renderer:DisplayObjectRenderer = new DisplayObjectRenderer(); renderer.addEmitter( emitter ); addChild( renderer );
function returnlala(event:Event):void{ gravity = gravity1; emitter.removeAction( speedLimit ); trace("2"); }]]>
How do I remove mutualgravity?http://flintparticles.org/forum/comments.php?DiscussionID=517&Focus=1718#Comment_17182011-09-14T11:59:53+01:002011-10-16T22:07:37+01:00chris0990http://flintparticles.org/forum/account.php?u=541
I have solved it. I guess you should make sure that you add the action only once so that you could remove it.
Here is the edited code:(only the parts that I edited)
var tryere:int = ...
Here is the edited code:(only the parts that I edited)