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- discussion topic Pixel displacement
- Comment There was a bug in the code - it's now fixed in SVN and will be in the next release.
- Category General
- Written by Richard
- Added Nov 17th 2008
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- discussion topic fillRect bitmapData
- Comment No, but there should be. I've added a property (bitmapData) to the renderer so you can access the bitmapData object directly - this is in the svn repository. Alternatively, if you remove the blur filter from the renderer and do one more update cycle, all the blurred particles will be removed.
- Category How do I?
- Written by Richard
- Added Nov 17th 2008
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- discussion topic Collision Radius set to 1 pixel when using a custom display object
- Comment Good idea. I've added it (using the average of width and height) in createParticle2DFromDisplayObject and createRectangleParticlesFromBitmapData. Thanks
- Category Bug reports
- Written by Richard
- Added Nov 17th 2008
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- discussion topic Can particles appear randomly and then fly into position?
- Comment If you use the getLocation method of a bitmap zone, it will return a point within the bitmap image. You can target this point in some way - using TweenPosition, TurnTowardsPoint or a GravityWell for example - and thus have the particle move towards this point. With a custom action based on the ...
- Category General
- Written by Richard
- Added Nov 17th 2008
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- discussion topic More Image Effects
- Comment The createRectangleParticlesFromBitmapData method breaks an image into many small particles. These particles are then open to influence by any of the Actions in Flint - e.g. apply acceleration to have them drop to the ground, apply a jet to whisk them off the screen - it just depends on your ...
- Category Feature suggestions
- Written by Richard
- Added Nov 17th 2008
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- discussion topic SnowBall Effect implementation?
- Comment I would suggest a model based more closely on how a snowglobe actually works - a downward acceleration, a high drag factor, and low collision coefficient. Add in actions to "shake" the globe - i.e. apply large random accelerations to the particles over a short period of time (the drag ...
- Category How do I?
- Written by Richard
- Added Nov 17th 2008
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- discussion topic Pixel displacement
- Comment Ive only just started using Flint, playing around with the examples, really nice work :) (Saw your presentation at FOTB08, was impressive) Have a question regarding the Explosion example... I have altered the code to explode my cat =D and have been trying to position the rendered image before it ...
- Category General
- Written by MSFX
- Added Nov 15th 2008
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- discussion topic Collision Radius set to 1 pixel when using a custom display object
- Comment I added the below code to Particle2DUtils.createParticle2DFromDisplayObject to sync up the collision radius of my particles with the display object they are based upon. Otherwise the collision radius is set to 1 by default and does not behave properly. This does assume that width and height is the ...
- Category Bug reports
- Written by iworkinprogress
- Added Nov 14th 2008
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- discussion topic Interactive Particles
- Comment Nevermind, just had to read the thorough comments in the renderer class. You just have to set the mouseChildren = true on the renderer, as it is false by default. renderer = new DisplayObjectRenderer( ); renderer.mouseChildren = true; addChild( renderer ); And since I created my particles by ...
- Category How do I?
- Written by iworkinprogress
- Added Nov 14th 2008
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- discussion topic Interactive Particles
- Comment Is it possible to track MouseEvents on individual particles? I am working on a project where I have a couple hundreds particles floating around screen and need the user to be able to click on these circles. Can anyone point me in the right direction, or give me other directions to explore? Love ...
- Category How do I?
- Written by iworkinprogress
- Added Nov 14th 2008
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- discussion topic SnowBall Effect implementation?
- Comment Hello again, I am trying to implement a 3D SnowBall effect, I would like to ask for some more advice, My restrictions is that there is not any BoundingSphere Class, so I am using BoundingBox for now. My idea was to use Brownian Motion for the snow inside the Ball/Box which works fine, and to ...
- Category How do I?
- Written by psilos
- Added Nov 14th 2008
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- discussion topic Garbage collection issue with PV3DParticleRenderer?
- Comment wow, thanks a lot that's good news! i go get the latest revision. sorry i did not think of that before. btw great work with the whole library, respect. Balazs
- Category General
- Written by mind
- Added Nov 14th 2008
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- discussion topic The beginning of an interface for FLINT
- Comment really useful to play around with it. thanks and keep up adding properties ;)
- Category Show and tell
- Written by psilos
- Added Nov 14th 2008
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- discussion topic fillRect bitmapData
- Comment Hi, i have a BitmapRenderer or PixelRenderer with an emitter. Both renderers uses a bitmap, is there any way to fillRect the bitmapData of the bitmap? The problem is that when i use any BitmapFilter like Blur, for example, and then use the stop() method, i can erase the particles, but i can't erase ...
- Category How do I?
- Written by jonee
- Added Nov 14th 2008
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- discussion topic Garbage collection issue with PV3DParticleRenderer?
- Comment I ran your code with no problem. Then, just to check, I dropped back to an earlier version of Papervision and ran it and had the problem you observe. When using the original papervision 2.0 beta the particle material objects aren't garbage collected and memory use steadily increases. When using the ...
- Category General
- Written by Richard
- Added Nov 13th 2008
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- discussion topic Can particles appear randomly and then fly into position?
- Comment Wondering if it's possible or how I would get random paricles to animate and fill in postions of a bitmap... Kind of like a reverse effect of the firework logo example.
- Category General
- Written by jamxi
- Added Nov 13th 2008
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- discussion topic More Image Effects
- Comment I like the image explosion, but there doesn't seem to be much more that you can do with an image other than that. Is there any way to do the reverse the effect for example or any other ways other than explode from a single point in manipulating an images. It would be cool if other effects could ...
- Category Feature suggestions
- Written by jamxi
- Added Nov 13th 2008
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- discussion topic The beginning of an interface for FLINT
- Comment I created an environment to allow you to play with FLINT on the fly and incorportated some of the examples. It currently doesn't feature all of FLINT's possible options and properties, but I hope to add more in time. http://www.jfdesignportfolio.com/demos/particles/
- Category Show and tell
- Written by jamxi
- Added Nov 13th 2008
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- discussion topic Garbage collection issue with PV3DParticleRenderer?
- Comment Hello, i took the fountain example from google code and changed the renderer from Pixelrenderer to PV3DParticleRenderer. I also have put a StatsView to see how it is going. FIrst everything seems to be normal, it makes 25 Fps or so. But memory usage gets constantly higher (it does drop sometimes ...
- Category General
- Written by mind
- Added Nov 13th 2008
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- discussion topic Noob error
- Comment ok, after modifying Whizzer Class it seems to compile without errors, changed addInitializer( new SharedImage( new Dot( 4 ) ) ); to addInitializer( new PV3DObjectClass ( Particle, new ParticleMaterial(0xFFFFFFFF, 0xFFFFFFFF, 1), 5, 5)); the same should be done on SphereBang as well. Cheers
- Category General
- Written by psilos
- Added Nov 12th 2008
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- discussion topic Noob error
- Comment Hello, my first attempt to create an emitter didn't work at all, here is my code: // PARTICLES SYSTEM var particles:Particles = new Particles(); this._scene.addChild( particles ); var emitter:Emitter3D = new Whizzer( new LineZone( new Vector3D( -200, 0, 0 ...
- Category General
- Written by psilos
- Added Nov 12th 2008
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- discussion topic Ah another error with emitters
- Comment hey i think i sorted it. i initiated a PixelRenderer var within the function and pushed it into an array. then in killparticles I pop out the first element every time. So far so good. Till next time.
- Category How do I?
- Written by TheDude
- Added Nov 12th 2008
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- discussion topic Ah another error with emitters
- Comment killParticles is clearing and setting to null the latest renderer, not the renderer used by that emitter. i.e. it clears the second renderer when it should clear the first.
- Category How do I?
- Written by Richard
- Added Nov 11th 2008
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- discussion topic Ah another error with emitters
- Comment Error #1009: null Cannot access a property or method of a null object reference at bhunternew_fla::MainTimeline/kill_particles() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at org.flintparticles.common.emitters::Emitter/update() at ...
- Category How do I?
- Written by TheDude
- Added Nov 11th 2008
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- discussion topic Ah another error with emitters
- Comment What is the error message?
- Category How do I?
- Written by Richard
- Added Nov 10th 2008
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- discussion topic Emmiter as a stage instance
- Comment Hi Jolyon You can't create an emitter as a stage instance, but it does have x and y properties so a lot of animation scripts would work with it. Alternatively, you could animate the renderer - it's a little unconventional but would work. The renderer is a Sprite, so it exists on the display list. ...
- Category How do I?
- Written by Richard
- Added Nov 10th 2008
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- discussion topic Emmiter as a stage instance
- Comment I'm hoping Flint might be able to save me a lot of headache. Is it possible to have an emitter as a stage instance and then animate it? I'd like to be able to animate my emitter along a complex path. Cheers. Jolyon
- Category How do I?
- Written by Jolyon
- Added Nov 10th 2008
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- discussion topic Ah another error with emitters
- Comment First, some code: ---------------- var renderer:PixelRenderer ; var emitterCount:int=0; var eArray:Array = new Array(); function Explode(ob:MovieClip, vx, vy) { //positions the Renderer around the object/emitter var gb:Point = globalPosition(ob); var rect1:Rectangle = new ...
- Category How do I?
- Written by TheDude
- Added Nov 10th 2008
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- discussion topic Dynamic Blur Filter
- Comment var filter:BlurFilter = new BlurFilter( 2, 2, 1 ); renderer.addFilter( filter ); filter.blurX = 5; filter.blurY = 1;
- Category How do I?
- Written by Richard
- Added Nov 9th 2008
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- discussion topic Dofus MMORPG
- Comment Thats excellent!
- Category Show and tell
- Written by Jon
- Added Nov 9th 2008
