Liquid Fun and moved camera

Hi @GamingStudio17,

What do you mean by “zoom”? Scaling up and down? You can’t scale physics objects, particle or non-particle.

Take care,

Brent

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display.setStatusBar(display.HiddenStatusBar) local physics = require("physics") physics.start() --physics.setDrawMode("hybrid") local main = display.newGroup() local crate = display.newRect( 200,200,60,60 ) physics.addBody( crate, "static", { density=0.8 } ) main:insert(crate) --main.xScale = 0.5 --main.yScale = 0.5 -- Create the particle system local particleSystem = physics.newParticleSystem{ filename = "particle.png", radius = 6, imageRadius = 6 } -- Paramaters for particle local particleParams = { flags = { "water" }, color = { 1, 0, 0, 1 }, x = 200, y = 100, lifetime = 32.0 } particleSystem:createParticle( particleParams ) main:insert(particleSystem)

main.xScale = 0.5
main.yScale = 0.5

If you turn  your physics.drawMode on to hybrid, you will see that your rectangle visually scaled, but the physics body did not.  Particles are part of physics.  They don’t scale up or down.  You have to create the particle system as the desired size and recreate it if you change the size.

Yes, but how then change zoom the camera in the game?

Which build # are you using? Typically, to handle camera “zoom” with physics, you need to regard the entire world as one entity, and scroll/pan/zoom everything equally. This should work fine with normal physics. As for particles and LiquidFun, I believe the engineers are making some tweaks in respect to display groups, but I’ll need to check with them on the exact details.

Brent

Hello @GamingStudio17,

I don’t have an update on this yet, but we’re aware of the issue and hopefully we can fix it sooner than later.

Thanks,

Brent

Well, there is what progress correcting scale LiquidFun?

Hi @GamingStudio17,

Did you try using LiquidFun with display groups in a recent daily build? I think this should be working now.

Brent

Yes, it is still not working

Any information about this?

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Hello @GamingStudio17,

I don’t have an update on this yet, but we’re aware of the issue and hopefully we can fix it sooner than later.

Thanks,

Brent