these is the other components:
@dean haha thx a lot, actually the translator help me a lot, okay I try change the launchMode to SQUARE and do a little tweek in
velocity.set(), but the behavior still going, maybe I can mail you the .exe file for details, I think the important problem is I don't know what each
FlxPointRangeBounds.set()'s argument means :(
@dean yeah thx for reply, but my emitter is already setup the particles for collision by this:
flxEmitterObj.solid = true;, I mean I wish the particles will stop moving anymore after they hit the floor or wall, but I don't know how to do that with FlxEmitter, because as in the DEMO, when the particles falls to the ground, they still "sliding" for a while.(sorry , my English is really bad)
I'm trying to do this effect, so I do some research in the Demo "Mode", it uses the FlxEmitter to implement the explode, but I don't think the behavior of these particles is suitable for blood splashing, because the particles will sliding all a way through the ground when they collide with the floor or the wall.
I tried change the following code:
_littleGibs.velocity.set( -150, -200, 150, 0); _littleGibs.angularVelocity.set( -720); _littleGibs.acceleration.set(0, 350);
It still seems that there is no change in this "sliding" behavior.
so, I don't know how to implement the blood splash with FlxEmitter , and have no clue with other solution for this, can anyone give some tips?
I hope I can get some suggestions. thx :)
the official tutorial may give you some help(in step nine)
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