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Bugfix, reuse emitter when parameter explode=false #2187

Merged
merged 1 commit into from
Apr 6, 2016
Merged

Bugfix, reuse emitter when parameter explode=false #2187

merged 1 commit into from
Apr 6, 2016

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BdR76
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@BdR76 BdR76 commented Nov 1, 2015

There is a bug when calling emitter.start() consecutively with parameter explode=false. The bug will cummulatively add particles, so for example when quantity=10, the first call to .start() will emit 10 particles, but the next call also with quantity=10 will spawn 20 particles, then 30, 40 etc.

Also see forum post here
http://www.html5gamedevs.com/topic/3920-repeated-calls-to-emitterstart-spawns-increasing-number-of-particles/

There is a bug when calling emitter.start() consecutively with parameter explode=false. The bug will cummulatively add particles, so for example when quantity=10, the first call to .start() will emit 10 particles, then next 20, then 30 etc.

Also see forum post here
http://www.html5gamedevs.com/topic/3920-repeated-calls-to-emitterstart-spawns-increasing-number-of-particles/
@photonstorm
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It worked like this for a reason, but the reason escapes me so I'm going to merge this in anyway and just run through the tests with it.

@photonstorm photonstorm merged commit 8e74f4d into phaserjs:dev Apr 6, 2016
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2 participants