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			<title>Flint Particle System Forum -   </title>
			<lastBuildDate>Thu, 17 May 2012 11:37:52 +0100</lastBuildDate>
			<link>http://flintparticles.org/forum/</link>
			<description></description>
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			<item>
		<title>Plane contrail</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=565&amp;Focus=1929#Comment_1929</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=565&amp;Focus=1929#Comment_1929</guid>
		<pubDate>Mon, 14 May 2012 15:02:10 +0100</pubDate>
		<author>Wolv3r</author>
		<description>
			<![CDATA[ Hello,<br /><br />I'm working on a game with a plane and I try to use the particle system to generate a contrail of a plane when it boosts up.<br /><br /><br />this is my Class:<br /><br />package particle {<br />	<br />	import org.flintparticles.twoD.emitters.Emitter2D;<br />	import org.flintparticles.twoD.actions.*;<br />	import org.flintparticles.twoD.initializers.*;<br />	import org.flintparticles.twoD.renderers.*;<br />	import org.flintparticles.twoD.zones.*;<br />	import org.flintparticles.common.actions.*;<br />	import org.flintparticles.common.counters.*;<br />	import org.flintparticles.common.initializers.*;<br />	import org.flintparticles.common.displayObjects.*;<br />	import org.flintparticles.twoD.activities.FollowDisplayObject;<br />	import flash.geom.Point;<br />	import flash.display.DisplayObject;<br />	<br />	public class BoostEmitter extends Emitter2D {<br />		<br />		public function BoostEmitter(plane, renderer) {<br />			<br />			this.counter = new ZeroCounter();<br />						<br />			this.addInitializer(new Lifetime(1,1));<br />			this.addInitializer(new Position(new LineZone(new Point(0, 0), new Point(-200, 0))));<br />			this.addInitializer(new ImageClass( Line, [10] ));<br />			<br />			this.addAction(new RotateToDirection());<br />			this.addAction(new Age());<br />			this.addAction(new Move());<br />			this.addAction(new Fade(0.8, 0));<br />			<br />			this.addActivity(new FollowDisplayObject(plane, renderer));<br />		}<br />		<br />		public function startEffect() {<br />			this.counter = new Steady(24);<br />		}<br />		<br />		public function stopEffect() {<br />			this.counter = new ZeroCounter();<br />		}<br />	}<br />}<br /><br />This is my extended emitter class. <br /><br />And this my renderer:<br /><br />private var renderer:DisplayObjectRenderer = new DisplayObjectRenderer();<br />private var boostemitter:BoostEmitter;<br /><br />private function InitEmitter(plane) {		<br />	this.addChild(renderer);<br />	boostemitter = new BoostEmitter(plane, renderer);<br />	renderer.addEmitter(boostemitter);<br />	boostemitter.start();<br />}<br /><br />My problem right now:<br /><br />The RotateToDirection() doesn't work. When my plane flies upwards in an angle of 40° the created particles will have an angle of 0° but they move in the 40° direction. ]]>
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		<title>Does each DisplayObjectZone need a dedicated DisplayObject?</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=552&amp;Focus=1928#Comment_1928</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=552&amp;Focus=1928#Comment_1928</guid>
		<pubDate>Thu, 10 May 2012 04:51:18 +0100</pubDate>
		<author>iwdy24</author>
		<description>
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		</description>
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		<title>Making fire with particles</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=2&amp;Focus=1927#Comment_1927</link>
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		<pubDate>Thu, 10 May 2012 04:50:37 +0100</pubDate>
		<author>iwdy24</author>
		<description>
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		<title>2 Bugs: p.isDead with TimePeriod &amp; First particle always in top left corner (FollowDisplayObject?)</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=559&amp;Focus=1926#Comment_1926</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=559&amp;Focus=1926#Comment_1926</guid>
		<pubDate>Tue, 08 May 2012 08:25:36 +0100</pubDate>
		<author>evo</author>
		<description>
			<![CDATA[ Here's some more information about my second problem (since I am using the latest release and it still occurs)<br /><br />Here's the particle code:<br /><br /><br />                        if(_follow){<br />                        	addActivity( new FollowDisplayObject(displayObject, _renderer, spreadX, spreadY));<br />                        }<br /><br />                        counter = new Steady(10);<br />			<br />			addInitializer( new Lifetime( .25, 1 ) );<br />			addInitializer( new Velocity( new DiscSectorZone( new Point( 0, 0 ), 80, 60, degreesToRadians( 0), degreesToRadians( 359) ) ) );<br />			if(!_follow){<br />				addInitializer( new Position( new DiscZone( _location, 50 ) ) );<br />			}<br />			addInitializer( new SharedImages( [new Particle1(), new Particle2()]) );<br />			addInitializer( new RotateVelocity(degreesToRadians( -200), degreesToRadians(200)));<br />			addAction( new Rotate() );<br />      <br />			addAction( new Age( ) );<br />			addAction( new Move( ) );<br />			addAction( new LinearDrag( 0.5 ) );<br />			addAction( new ScaleImage( .5, 1 ) );<br />			addAction( new Fade( 1, 0 ) );<br />			addAction( new RandomDrift( 200, 200 ) );<br />			addAction( new MutualGravity( 100, 200, 50 ) )<br /><br />Looking at the code now, I believe it may be due to there being no Position set when using FollowDisplayObject. Just did a quick test though and it seems even when Position is set it still makes the first particle appear at 0,0.<br /><br />I'll also include some slightly modified FollowDisplayObject code below. I made a small change but I don't believe it's causing the problem.<br /><br /><br />                        var e:Emitter2D = Emitter2D( emitter );<br />			var p:Point = new Point( 0, 0 );<br />			p = _displayObject.localToGlobal( p );<br />			p = _renderer.globalToLocal( p );<br />			<br />			if(_spreadX != 0){<br />				p.x += Math.floor(Math.random()*(_spreadX))-_spreadX/2;<br />			}<br />			if(_spreadY != 0){<br />				p.y += Math.floor(Math.random()*(_spreadY))-_spreadY/2;<br />			}<br />			<br />			e.x = p.x;<br />			e.y = p.y;<br /><br />I added some variables to create a particle spread around the displayObject and also removed the rotational code since it's not necessary for my application. ]]>
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		<title>Centering particles</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=557&amp;Focus=1925#Comment_1925</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=557&amp;Focus=1925#Comment_1925</guid>
		<pubDate>Mon, 07 May 2012 14:23:25 +0100</pubDate>
		<author>bestam</author>
		<description>
			<![CDATA[ OK I found a solution. Just sharing :<br /><br />new ImageClass( Particle, [Assets.ENERGY] )<br /><br />public class Particle extends Sprite {<br />    public function Particle(parImageClass:Class) {<br />        const locBitmap:Bitmap = new parImageClass();<br />        locBitmap.x = -locBitmap.width/2;<br />        locBitmap.y = -locBitmap.height/2;<br />        addChild(locBitmap);<br />    }<br />}<br />} ]]>
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		<title>Ignore stage acceleration/gravity?</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=535&amp;Focus=1922#Comment_1922</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=535&amp;Focus=1922#Comment_1922</guid>
		<pubDate>Wed, 02 May 2012 02:59:06 +0100</pubDate>
		<author>iwdy24</author>
		<description>
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		</description>
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		<title>Flint for iOS App</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=537&amp;Focus=1921#Comment_1921</link>
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		<pubDate>Wed, 02 May 2012 02:58:42 +0100</pubDate>
		<author>iwdy24</author>
		<description>
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		</description>
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		<title>2 Bugs: p.isDead with TimePeriod &amp; First particle always in top left corner (FollowDisplayObject?)</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=559&amp;Focus=1920#Comment_1920</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=559&amp;Focus=1920#Comment_1920</guid>
		<pubDate>Thu, 26 Apr 2012 10:17:55 +0100</pubDate>
		<author>Richard</author>
		<description>
			<![CDATA[ Hi, I tested both your problems and they work fine for me, including the code you supplied. Would you check that you are using the latest version of Flint. Your second problem was a known issue in an earlier version but is fixed now. ]]>
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		<title>Starling</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=523&amp;Focus=1919#Comment_1919</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=523&amp;Focus=1919#Comment_1919</guid>
		<pubDate>Tue, 24 Apr 2012 09:43:06 +0100</pubDate>
		<author>turbidity</author>
		<description>
			<![CDATA[ Daniel (the Starling developer) has added functionality to the QuadBatch!<br /><br />from: forum.starling-framework.org/topic/direct-blit-for-gpu :--<br /><br />"In Starling 1.1, there's the class "QuadBatch", which allows you to add quads to a GPU VertexBuffer quickly. The class was already in Starling 1.0, but I recently changed it to be easier to use: it's now a display object... rendering this object is super efficient. It's just one single draw operation, no matter how big the object."<br /><br />Does this have the potential to clear the way for a more efficient implementation of Flint Particles with Starling? ]]>
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		<title>A3D3ObjectClass just creates the First Object with the given properties.</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=563&amp;Focus=1918#Comment_1918</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=563&amp;Focus=1918#Comment_1918</guid>
		<pubDate>Mon, 23 Apr 2012 20:30:01 +0100</pubDate>
		<author>progressivity</author>
		<description>
			<![CDATA[ Oh you can close this Topic, i switched to away3d 4.x and it worked like a charm.<br /><br />Greetings Frank ]]>
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		<title>A3D3ObjectClass just creates the First Object with the given properties.</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=563&amp;Focus=1917#Comment_1917</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=563&amp;Focus=1917#Comment_1917</guid>
		<pubDate>Mon, 23 Apr 2012 14:48:52 +0100</pubDate>
		<author>progressivity</author>
		<description>
			<![CDATA[ Hi Richard,<br /><br />First - thanks for such a great piece of work!<br />Ive got a little Problem with the actual version of Flint in work with away3d 3.6.0<br /><br />http://dl.dropbox.com/u/10036823/prg2012.swf<br />You can zoom out by using the MouseWheel, and drag around the HoverCam.<br /><br />The white cubies are the Particles from Flint, but there is just one little cube outside with properties i have given.<br /><br />Here is the Code part:<br /><br /><br /><br />package<br />{<br />  import away3d.materials.ColorMaterial;<br />  import away3d.primitives.Cube;<br />  import org.flintparticles.common.counters.Blast;<br />  import org.flintparticles.common.initializers.ChooseInitializer;<br />  import org.flintparticles.common.initializers.CollisionRadiusInit;<br />  import org.flintparticles.common.initializers.InitializerGroup;<br />  import org.flintparticles.common.initializers.MassInit;<br />  import org.flintparticles.integration.away3d.v3.initializers.A3D3ApplyMaterial;<br />  import org.flintparticles.integration.away3d.v3.initializers.A3D3ObjectClass;<br />  import org.flintparticles.threeD.actions.BoundingBox;<br />  import org.flintparticles.threeD.actions.Collide;<br />  import org.flintparticles.threeD.actions.Move;<br />  import org.flintparticles.threeD.emitters.Emitter3D;<br />  import org.flintparticles.threeD.initializers.Position;<br />  import org.flintparticles.threeD.initializers.Velocity;<br />  import org.flintparticles.threeD.zones.BoxZone;<br />  import org.flintparticles.threeD.zones.SphereZone;<br />  import flash.display.DisplayObject;<br />  import flash.geom.Vector3D;<br /><br />  public class particleField extends Emitter3D<br />  {<br />    public function particleField()<br />    {<br />      counter = new Blast( 50 );<br />        <br />      addInitializer( new A3D3ObjectClass( Cube, [ { height:12, width:6, depth:6 } ] ) );<br />      addInitializer( new A3D3ApplyMaterial( ColorMaterial, 0xFFFF00, 8 ) );<br />      addInitializer( new Position( new BoxZone( 2000, 2000, 2000, new Vector3D( 0, 0, 0 ), new Vector3D( 0, 1, 0 ), new Vector3D( 0, 0, 1 ) ) ) );<br />      addInitializer( new Velocity( new SphereZone( new Vector3D( 0, 0, 0 ), 15, 10 ) ) );<br />	  <br />      addAction( new Move() );<br />      addAction( new Collide( 1 ) );<br />      addAction( new BoundingBox( -1500, 1500, -1500, 1500, -1500, 1500, 1 ) );<br />    }<br />  }<br />}<br /><br />Do you have any Idea why the other cubies wont join the properties ?<br /><br />Greetings Frank ]]>
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		<title>Changing Position of DeathZone in Real Time</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=562&amp;Focus=1916#Comment_1916</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=562&amp;Focus=1916#Comment_1916</guid>
		<pubDate>Fri, 20 Apr 2012 10:29:54 +0100</pubDate>
		<author>gokceng</author>
		<description>
			<![CDATA[ Flint is great. I need to say it is one of the best libraries top of AS. Thanks Richard Lord.<br />I have a system like this one: http://www.youtube.com/watch?feature=player_detailpage&amp;v=OVVXdeapi2w#t=14s<br /><br />I need to simulate this water drops in Flex or AS3.  The scenario is like that: User enters a letter, and click play. I will slide death zone that is shaped like that letter from top to bottom.<br /><br />I've started with rain example but I couldn't find a way to slide death zone at the same velocity with the drops. ]]>
		</description>
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		<title>Use images for animation</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=558&amp;Focus=1914#Comment_1914</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=558&amp;Focus=1914#Comment_1914</guid>
		<pubDate>Thu, 19 Apr 2012 22:48:20 +0100</pubDate>
		<author>Richard</author>
		<description>
			<![CDATA[ Hi<br /><br />From your brief description, what you're suggesting sounds very possible, yes.<br /><br />Richard ]]>
		</description>
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	<item>
		<title>Centering particles</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=557&amp;Focus=1913#Comment_1913</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=557&amp;Focus=1913#Comment_1913</guid>
		<pubDate>Thu, 19 Apr 2012 22:47:05 +0100</pubDate>
		<author>Richard</author>
		<description>
			<![CDATA[ The particles are positioned relative to their registration point. If you define the smoke asset with its registration point in the centre, it should be fine. ]]>
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	<item>
		<title>FLiNT animation stuck in top left of computer</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=556&amp;Focus=1912#Comment_1912</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=556&amp;Focus=1912#Comment_1912</guid>
		<pubDate>Thu, 19 Apr 2012 22:43:18 +0100</pubDate>
		<author>Richard</author>
		<description>
			<![CDATA[ Hi Arctem<br /><br />That sounds strange. I don't recognise the particle effect you're describing. Flint is an Actionscript library, so can be used to create particle effects in Flash projects. So what you're seeing is a Flash movie. I don't know why it's displaying in every window of your computer. Sorry I can't help more. ]]>
		</description>
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	<item>
		<title>Bitmap Data Zone for c#</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=555&amp;Focus=1911#Comment_1911</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=555&amp;Focus=1911#Comment_1911</guid>
		<pubDate>Thu, 19 Apr 2012 22:38:00 +0100</pubDate>
		<author>Richard</author>
		<description>
			<![CDATA[ Hi<br /><br />The C# version was started by a couple of other developers some time ago and never finished. My only involvement was helping them understand how Flint works. It's probably not in a good state to use. ]]>
		</description>
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	<item>
		<title>Problem setting individual particle rotation</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=553&amp;Focus=1910#Comment_1910</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=553&amp;Focus=1910#Comment_1910</guid>
		<pubDate>Thu, 19 Apr 2012 22:34:06 +0100</pubDate>
		<author>Richard</author>
		<description>
			<![CDATA[ Hi Antoine<br /><br />That's not implemented in the set of initializers included with Flint, but you could create a custom initializer to do it - it would be quite simple, similar to the Rotation initializer but with two more axes. ]]>
		</description>
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	<item>
		<title>add particle on keydown</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=514&amp;Focus=1909#Comment_1909</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=514&amp;Focus=1909#Comment_1909</guid>
		<pubDate>Thu, 19 Apr 2012 22:32:15 +0100</pubDate>
		<author>Richard</author>
		<description>
			<![CDATA[ Hi George<br /><br />It looks to me like you only create one particle - _p - at the start of the code, and then keep adding that same particle. If you want multiple particles, you need to create a new particle each time. Try<br /><br /><code >public function progress (value:int) : void {<br />  var _p : Particle2D = new Particle2D();<br />  _p.image = new Sparkle();<br />  _emitter.addParticle(_p, true);<br />}</code> ]]>
		</description>
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	<item>
		<title>add particle on keydown</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=514&amp;Focus=1908#Comment_1908</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=514&amp;Focus=1908#Comment_1908</guid>
		<pubDate>Thu, 19 Apr 2012 16:01:28 +0100</pubDate>
		<author>George.M</author>
		<description>
			<![CDATA[ Hi, <br />I am working on something quite similar, where I want to add more particles as something is charging up and more 'excitement' is displayed.<br /><br /><br />My main class contains:<br /><code ><br />public function initialize () : void {<br />  _emitter = new Charge(); // <br />			<br />  _p = new Particle2D();<br />  _p.image = new Sparkle(); // a MovieClip<br />  _emitter.addParticle(_p, true);<br /><br />   <br />  var renderer:DisplayObjectRenderer = new DisplayObjectRenderer();<br />  renderer.addEmitter( _emitter );<br />  addChild( renderer );<br />      <br />  _emitter.start( ); <br />}<br /><br />public function progress (value:int) : void {<br />  _emitter.addParticle(_p, true);<br />}<br /><br /></code><br /><br />the emitter:<br /><code ><br />public class Charge extends Emitter2D<br />  {<br />    public function Charge()<br />      {<br />        counter = new ZeroCounter();<br />			<br />	addInitializer( new Position( new RectangleZone( 10, 10, 680, 480 ) ) );<br />	addInitializer( new Velocity( new DiscZone( new Point( 0, 0 ), 150, 100 ) ) );<br /><br />	addAction( new RotateToDirection() );<br />	addAction( new BoundingBox( -25, 0, 770, 1200 ) );<br />	addAction( new Move() );<br />      }<br />  }<br />}<br /></code><br /><br />Unfortunately no new particles are added, yet the one that does remain speeds up each time addParticle is called.<br />Swapping the counter for <code >Blast(1)</code> and adding in <code >addInitializer( new ImageClass( Sparkle ) );</code> results in the effect I am looking for where there is a a new particle added.<br /><br />But as more particles are added older ones freeze and fail to move any more.<br /><br />Can anyone help? ]]>
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	<item>
		<title>Problem setting individual particle rotation</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=553&amp;Focus=1907#Comment_1907</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=553&amp;Focus=1907#Comment_1907</guid>
		<pubDate>Tue, 17 Apr 2012 15:33:04 +0100</pubDate>
		<author>Antoine</author>
		<description>
			<![CDATA[ While we are rotating...is it possible to set the rotationX/rotationY/rotationZ of 2D particles? Or would I need to implement 3D particles to achieve this? ]]>
		</description>
	</item>
	<item>
		<title>Problem setting individual particle rotation</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=553&amp;Focus=1905#Comment_1905</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=553&amp;Focus=1905#Comment_1905</guid>
		<pubDate>Mon, 16 Apr 2012 19:49:30 +0100</pubDate>
		<author>Richard</author>
		<description>
			<![CDATA[ <code >emitter.addInitializer( new Rotation( 0, 2 * Math.PI ) );</code><br /><br />The two parameters are the maximum and minimum rotation of the particles, in radians. A random number between these values will be chosen for each particle. ]]>
		</description>
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	<item>
		<title>2 Bugs: p.isDead with TimePeriod &amp; First particle always in top left corner (FollowDisplayObject?)</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=559&amp;Focus=1904#Comment_1904</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=559&amp;Focus=1904#Comment_1904</guid>
		<pubDate>Sun, 08 Apr 2012 07:43:06 +0100</pubDate>
		<author>evo</author>
		<description>
			<![CDATA[ Problem 1: Setting p.isDead on a particle created from a TimePeriod counter doesn't work<br /><br />Here's what I'm doing... <br /><br />particle creation:<br />{<br />                        counter = new TimePeriod(30, .5);<br />			<br />			addInitializer( new Lifetime( 3, 4 ) );<br />			addInitializer( new Velocity( new DiscSectorZone( new Point( 0, 0 ), 250, 200, degreesToRadians( -230), degreesToRadians( -140) ) ) );<br />			addInitializer( new SharedImage( new Dot( 5, 0xFF0000 ) ) );<br />			addInitializer( new ScaleImageInit( .25, .55 ) );<br /><br />			addAction( new Age( ) );<br />			addAction( new Move( ) );<br />			addAction( new Accelerate( 0, 300 ) );<br />			<br />			addAction( new CollisionZone( new RectangleZone( maxPos.x-1000, maxPos.y, maxPos.x + 2000, maxPos.y + 20 ) ) );<br />			<br />			addEventListener(ParticleEvent.ZONE_COLLISION, doCollision);		<br />			addEventListener(EmitterEvent.COUNTER_COMPLETE, finishCounter);	<br />}<br /><br />docollision:<br />{<br />                        var p:Particle2D = Particle2D(e.particle);<br />			p.isDead = true;<br />}<br /><br />This code works fine for Blast/Steady counters but TimePeriod is causing the particles to simply bounce off of the collision box.<br /><br />----------------------------------------------------------------------<br /><br />Problem 2: The first particle of each new emitter is being created at location 0,0<br /><br />This may be connected to using FollowDisplayObject but I'm not sure. It seems that with every emitter that I'm creating the first particle emitted is placed at coords 0,0 and animates normally. ]]>
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	<item>
		<title>Use images for animation</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=558&amp;Focus=1903#Comment_1903</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=558&amp;Focus=1903#Comment_1903</guid>
		<pubDate>Wed, 04 Apr 2012 06:40:12 +0100</pubDate>
		<author>Astraport</author>
		<description>
			<![CDATA[ Hi!<br />A very interesting library. Tell me please, can I use an array of images (spark Images for Flex) to create several types of animation of this images? <br />For example, I have on stage is 10-20 images (photos) and I want to animate its in different ways. Select one button and rotate images in 3D, click another button - fireworks from these images. <br /><br />As it is better to implement?<br />Thank you. ]]>
		</description>
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	<item>
		<title>Centering particles</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=557&amp;Focus=1902#Comment_1902</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=557&amp;Focus=1902#Comment_1902</guid>
		<pubDate>Tue, 03 Apr 2012 13:14:27 +0100</pubDate>
		<author>bestam</author>
		<description>
			<![CDATA[ Useful to know, here I declare all my particles with an ImageClass (dunno if there's something else) :<br />locBigSmokeEmiter.addInitializer( new ImageClass( Assets.SMOKE ) ); ]]>
		</description>
	</item>
	<item>
		<title>Centering particles</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=557&amp;Focus=1901#Comment_1901</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=557&amp;Focus=1901#Comment_1901</guid>
		<pubDate>Tue, 03 Apr 2012 13:05:12 +0100</pubDate>
		<author>bestam</author>
		<description>
			<![CDATA[ Hi people,<br /><br />First post! Glad to be using FLiNT, looks to be the best flash particle engine out there. Exactly what I needed for my project, I will credit your work Richard.<br /><br />However I'm having issues with larger particles. I'm emitting large smoke particles and smaller ones from the same point. As the particles aren't centered, I come up with this result :<br />http://www.itstudents.be/~abrakam/faeriawp/particles.png<br />I would like the big smoke to be occupying the same space as the smaller sparks... Is there a way to tell the emitter to center them all? Here is all I do to define their initial position :<br />locBigSmokeEmiter.addInitializer( new Position( new DiscZone( new Point( 0, 0 ), 30)));<br /><br />Thx! ]]>
		</description>
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		<title>FLiNT animation stuck in top left of computer</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=556&amp;Focus=1900#Comment_1900</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=556&amp;Focus=1900#Comment_1900</guid>
		<pubDate>Fri, 30 Mar 2012 02:20:46 +0100</pubDate>
		<author>Arctem</author>
		<description>
			<![CDATA[ After a bit of testing, it appears that the animation appears whenever I open Chrome, except when one of the tabs it restores upon opening is from flintparticles.org. This makes no sense, but it means I'm going to be keeping this tab open forever until I find another fix. ]]>
		</description>
	</item>
	<item>
		<title>FLiNT animation stuck in top left of computer</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=556&amp;Focus=1899#Comment_1899</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=556&amp;Focus=1899#Comment_1899</guid>
		<pubDate>Fri, 30 Mar 2012 00:25:08 +0100</pubDate>
		<author>Arctem</author>
		<description>
			<![CDATA[ I restarted Chrome and it went away even after restarting. I'm not sure this is solved because I've done this before and the animation remained. I'm guessing this means it's because of a tab that I closed that didn't restart. So I guess I (probably) don't need more help, but I'll leave this here in case any of you devs want to look into why the animation remained playing in windows other than where it was started. ]]>
		</description>
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	<item>
		<title>FLiNT animation stuck in top left of computer</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=556&amp;Focus=1898#Comment_1898</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=556&amp;Focus=1898#Comment_1898</guid>
		<pubDate>Fri, 30 Mar 2012 00:20:35 +0100</pubDate>
		<author>Arctem</author>
		<description>
			<![CDATA[ In every window on my computer, I have an animation playing consisting of brown particles flying up, falling down and then disappearing. Below this it says &quot;FLiNT Free open-source particle system written in Actionscript 3&quot; (which is how I found this site). The animation can only be seen on any area in a window that is white. It moves with me as I change workspaces. I am running Ubuntu 11.10 64-bit. I cannot find any process relevant to this animation. I do not remember ever installing FLiNT. I tried to get some screenshots, but it does not show up in any system-rendered screenshots. If someone wants one, I could get it with an offscreen picture. Please help me get rid of this! ]]>
		</description>
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		<title>Bitmap Data Zone for c#</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=555&amp;Focus=1897#Comment_1897</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=555&amp;Focus=1897#Comment_1897</guid>
		<pubDate>Tue, 27 Mar 2012 09:56:41 +0100</pubDate>
		<author>smtabatabaie</author>
		<description>
			<![CDATA[ Hi , my first post here . I'm an actionscript developer but now I need to do a particle effect in c# for a kinect hack project . I wanted to know if BitmapDataZone is also available in c# version and if there's any tutorial for the c# version .<br />thanks ]]>
		</description>
	</item>
	<item>
		<title>Problem setting individual particle rotation</title>
		<link>http://flintparticles.org/forum/comments.php?DiscussionID=553&amp;Focus=1896#Comment_1896</link>
		<guid isPermaLink="false">http://flintparticles.org/forum/comments.php?DiscussionID=553&amp;Focus=1896#Comment_1896</guid>
		<pubDate>Mon, 26 Mar 2012 02:43:01 +0100</pubDate>
		<author>czyky</author>
		<description>
			<![CDATA[ It looks like there are Rotation calls in the ExplodingImage 2D demo. Have you tried that? It might do what you are looking for. ]]>
		</description>
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