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Update the offsetY calculation such that the target y is 1/4th from the bottom
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when setting particle alpha divide nonTravelMomentum by 5
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when setting particle alpha set max to 1 and abs the value
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In tick we want to use the returned value from car.move as the alpha value for newly created particles. Just set .alpha on the particle directly ,
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In tick use the retuned value from car.move to set alpha of new particles. Set max to 1
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in tick, console log car.move
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in car move, return the momentum of the direction the car is not traveling
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reverse multiplier effect on particles based on car direction
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Multiply particleOffsets[i].x by -1 if car direction is 1 or 1 if it's 0
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set particle offsets to var particleOffsets = [{ x: 20, y: 140 }, { x: 20 + 100, y: 140 - 100 }, { x: 20 - 150, y: 140 - 150 }, { x: 20 - 150 + 100, y: 140 - 150 - 100 }];
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move down particle 1 by 50px
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Move particle #1 20px to the left
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Move particle #1 20px to the left
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Move particle #1 20px to the left and 30px down
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Have 4 fixed offsets for particles
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Spawn 4 particles per tick
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decrease random spacing of particles to 20
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===================================================================
--- original.js
+++ change.js
@@ -61,13 +61,15 @@
car.changeDirection();
});
LK.on('tick', function () {
car.move();
- var particle = new Particle();
- particle.x = car.x + (Math.random() * 20 - 10);
- particle.y = car.y + (Math.random() * 20 - 10);
- mainContainer.addChildAt(particle, 0);
- particles.push(particle);
+ for (var i = 0; i < 4; i++) {
+ var particle = new Particle();
+ particle.x = car.x + (Math.random() * 20 - 10);
+ particle.y = car.y + (Math.random() * 20 - 10);
+ mainContainer.addChildAt(particle, 0);
+ particles.push(particle);
+ }
particles.forEach(function (particle, index) {
particle.tick();
if (particle.alpha <= 0) {
particles.splice(index, 1);