Hi,
I've just bought ParticleCandy and I am trying to do an exploding ring. I did it by taking the FairyDust sample an put, in the particle property, the weight to 0, the emissionShape to 3 and the emissionRadius to 30.
The strange thing is that the weight change made the particle going up.
Anyway what I really want is to be able to have an explosion ring. Is there a good way to do it.
Thanks in advance.
Bruno from BlueGlutton.com
Ok, I did it :
Do a circular png file. Then use the ring type emission shape and it works.
BR
Bruno from http://blueglutton.com
Hold on. I am confused. Why would you do a circular png?
Hi,
The way I did is by having a png file with a circle in it. Then I use the disk emission shape not the ring one with as ScaleInSpeed different from 0.
Maybe there's a different way but what I did seems to work.
Have you a better way to do it ? Because if so, I am interested.
Bruno from http://blueglutton.com
Thanks.
Check this out. Works really well and gives you a sort of a Firework effect
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| --Ring Explosion Particle
-- DEFINE PARTICLE TYPE PROPERTIES
local ring = {}
ring.imagePath = "picture.png"
ring.imageWidth = 22 -- PARTICLE IMAGE WIDTH (newImageRect)
ring.imageHeight = 14 -- PARTICLE IMAGE HEIGHT (newImageRect)
ring.velocityStart = 500 -- PIXELS PER SECOND
ring.velocityVariation = 100
ring.velocityChange = -5
ring.rotationStart = 0
ring.rotationVariation = 200
ring.directionVariation = 360
ring.alphaStart = 1 -- PARTICLE START ALPHA
ring.fadeInSpeed = 0.5 -- PER SECOND
ring.fadeOutSpeed = -2.0 -- PER SECOND
ring.fadeOutDelay = 500 -- WHEN TO START FADE-OUT
ring.scaleStart = .5 -- PARTICLE START SIZE
ring.scaleVariation = .5
ring.scaleInSpeed = 0
ring.weight = 0-- PARTICLE WEIGHT (>0 FALLS DOWN, <0 WILL RISE UPWARDS)
ring.emissionShape = 0 -- 0 = POINT, 1 = LINE, 2 = RING, 3 = DISC
ring.emissionRadius = 5 -- SIZE / RADIUS OF EMISSION SHAPE
ring.killOutsideScreen = true -- PARENT LAYER MUST NOT BE NESTED OR ROTATED!
ring.lifeTime = 2000 -- MAX. LIFETIME OF A PARTICLE
ring.useEmitterRotation = false --INHERIT EMITTER'S CURRENT ROTATION
ring.blendMode = "normal" -- SETS BLEND MODE ("add" OR "normal", DEFAULT IS "normal")
Particles.CreateParticleType ("Ring", ring)
Particles.CreateEmitter("E3", screenW/2, 160, 0, false, true)
Particles.AttachParticleType("E3", "Ring" , 500, 99999,0)
--Blow Effect
local function blow()
Particles.StartEmitter("E3")
local function stop ()
Particles.StopEmitter("E3")
end
timer.performWithDelay(100,stop,1)
end
timer.performWithDelay(1000,blow,0) |
I tried what you provided. Thank you but it doesn't do what I have in mind. Have look at this video ( from Star Wars ) : http://www.youtube.com/watch?v=djZFHTa6TfA&feature=related
I really want to have the kind of circular blast we have not the central explosion.
BR
Bruno from http://blueglutton.com
So you want the circular Blast that keeps going instead of stopping like the one I provided?
Just change the velocity change parameter to 0 or something positive. Play with the velocity variables.