Creating Particles That Inherit Momentum Of Attached Display Object

I’m trying to use Particle Candy to generate a shield flare effect for a space game. Triggering a particle animation generates the effect but the effect does not move with the associated ship over time.

Is there a way to make particles inherit the x/y delta of the object to which the emitter is attached, like a space ship? [import]uid: 1560 topic_id: 18246 reply_id: 318246[/import]

Just put the emitter into a group and move that group. Particles are always drawn to an emitter’s parent group. If you move that parent group, all particles inside are moved, too. [import]uid: 10504 topic_id: 18246 reply_id: 70761[/import]

Is there anyway to make a particle follow a display object but not have the particles react to the movement of the display object? Basically ive been looking for a way to just have an emitter that behaves like a sprite sheet, you can still move it where you want, but the particles aren’t effected by movement. I could use a sprite sheet, but this could make for a dynamic sprite sheet, because its still random as the emitter runs. [import]uid: 19620 topic_id: 18246 reply_id: 73857[/import]

“but the particles aren’t effected by movement”

You mean they ARE affected by movement (otherwise they would stand still on screen), but influenced by the movement of some object (or their emitter) instead, not by their own movement? In other words, to travel along with the emitter? [import]uid: 10504 topic_id: 18246 reply_id: 73924[/import]

So basically, the EMITTER would yes be affected by the emitters own properties that are set when you create the emitter. What i am talking about is when you have an EMITTER following a display object that is constantly moving along the X axis for example, and all the particles that the EMITTER shoots out, get trailed behind in a different manner compared to if the EMITTER were to be just stationary… I know that having it do this is more “realistic”, but i think it could be really helpful to have emitters that act more like a spritesheet, because if you have an emitter thats following a display object as it moves, most of the particles get trailed behind very quickly and you start to get gaps in your effect, so you have to up the number of particles, which costs more performance. Not sure if what im saying will make sense, if it doesn’t just let me know, and im sure i could make up a video of sorts to demonstrate. thanks [import]uid: 19620 topic_id: 18246 reply_id: 73973[/import]

Yes, a visualization of your desired effect would be helpful here if it’s not too much effort for you. Just to get sure that we’re talking about the same ^^ [import]uid: 10504 topic_id: 18246 reply_id: 73996[/import]

Here is a video i posted showing what im talking about: http://www.youtube.com/watch?v=8VpTKPLnawU

let me know once you have watched it, i dont want to keep it posted up as i dont want everyone to look at my game at this point :wink:

thanks [import]uid: 19620 topic_id: 18246 reply_id: 74026[/import]

Awesome! glad i could finally express what i wanted too say! =D And as always I’m very impressed with your support for particle candy, amazing product. thank you! [import]uid: 19620 topic_id: 18246 reply_id: 74144[/import]

Just watched it, thanks. Yes we’re talking about the same.

EDITED: Please see next post, below yours ^^ [import]uid: 10504 topic_id: 18246 reply_id: 74143[/import]

Doh, it isn’t even neccessary to add any new feature -this is achieved very easy: just put the emitter into a group and move that group instead of the emitter itself. Since an emitter’s particles are always drawn into the emitter’s current parent group, the particles’ movement is automatically affected when moving that parent group:

[lua]-- CREATE A GROUP TO PUT EMITTER INTO:
EmitterParent = display.newGroup()
EmitterParent:insert( Particles.GetEmitter(“E1”) )

– NOW MOVE EMITTER PARENT TO AFFECT PARTICLE MOVEMENT
– …[/lua]
[import]uid: 10504 topic_id: 18246 reply_id: 74145[/import]

Yup looks like that is going to do the trick, thanks for the info [import]uid: 19620 topic_id: 18246 reply_id: 74238[/import]