FXField and referencepoint unwanted behavior ...

I’m trying to rotate my FXFields via the elegant method explained by http://www.cheetomoskeeto.com/corona-sdk-12-x-and-yreference/.

So I’m doing the following (fields are attached to images that are also rotating)

Particles.CreateFXField("Kill"..i, 2, xPos, yPos-distance, 9, 18, true, 1)  
images[i].field = Particles.GetFXField("Kill"..i)  
images[i].field.yReference = distance  
  
-- main loop sample :  
images[i]:rotate(images[i].delta)  
images[i].field:rotate(images[i].delta)   

I have two problems, a tiny and a huge :slight_smile:

the tiny :
fields move the same way as image, cool, but after some times, a minute or more, they begin to get in late as if the image were slighty faster …

the huge :
fields rotate perfectly, I can see the green discs, but for PC the killing field is in xPos,yPos …

So : should i drop the method given by cheetomoskeeto and try something else ?

Thx
[import]uid: 9328 topic_id: 20259 reply_id: 320259[/import]

FX Fields do not use reference points -they are mathematical expressions, not common Corona display objects. They are just represented by a display object (the circle you see) to let you easily determine and change their position and size. Those circles are only for your conveniance. [import]uid: 10504 topic_id: 20259 reply_id: 79381[/import]

Okay, now I understand.

Just about your tip on fxfield not being a display object. if I’m using director, is it useful to “insert” fxfields then ? [import]uid: 9328 topic_id: 20259 reply_id: 79399[/import]

We recommend using Storyboard -next update will contain a sample on how to use particles together with Storyboard. When using Storyboard or Director, create your particle stuff after switching to a scene and remove it before changing scenes again and you’re ok. [import]uid: 10504 topic_id: 20259 reply_id: 80005[/import]