/// <summary> /// Create the particles to be used /// </summary> /// <param name="Graphics">Texture for the particles - can be one square or a spritesheet. Set Multiple to true if it is a spritesheet and it will automatically create the particles as long as each frame on the spritesheet is square</param> /// <param name="Multiple">Whether or not the Texture contains multiple sprites for particles</param> /// <param name="Quantity">The number of particles to generate</param> /// <param name="Rotation">The amount of rotation in degrees per frame, so keep this number low</param> /// <param name="Collide">The collidability of the particle, 1 = Full and 0 = None</param> /// <returns>FlxEmitter</returns> public FlxEmitter makeParticles(Texture2D Graphic, bool Multiple=false, uint Quantity = 50, float Rotation = 1f, float Collide = 0.8f) { maxSize = Quantity; FlxParticle particle; uint i = 0; while(i < Quantity) { particle = new FlxParticle(); if (Multiple) particle.loadParticleGraphic(Graphic, Rotation); else particle.loadGraphic(Graphic); if(Collide > 0) { particle.width *= Collide; particle.height *= Collide; particle.centerOffsets(); } else particle.allowCollisions = FlxObject.NONE; particle.exists = false; add(particle); i++; } return this; }