That looks like a lot more than 5 points. Didn't you say you wouldn't do more than 5?
I wonder if it is being drawn translucently, and if that would explain the gray color.
Is there any good way to make it less stretchy?
1.I'll make a video with all of the points shown, I actually disabled point plotting to see how the hair would look on it's own. The hair never exceeds the amount of points that it originally has.
2.Actually, I think that that's the problem, I created 2 HairEmitters on the same layer and tested how they acted when the hair strands crossed paths, the alpha values/transparency seems to double at the points where they cross.
3. Make it less stretchy? I've been trying for the longest time. Actually, things move like a slinky (I've been using spring physics, so when the sprite gains any velocity, the hair stretches and when it rests, it coils back to it's original position. I'm trying to find out what I can do to fix this.
Thanks Vincent!Edit, Video of the game with the ConnectPointsWithALine rule suspendedhttp://www.youtube.com/watch?v=OcJchIkXil8&feature=youtu.be
When the hair moves, the points are stretched apart, is this what should be happenning? I figured that the faster you move, the most stretched and alligned the hair points should be towards an angle equal to that of the direction of motion but with a direction opposite to that to the direction of motion (newton's third)
Although the number of points is dynamic and can be controlled, I'm thinking of using greater point distance in combination without the need of more points, I might have jagged hair strands though.Edit
I need to ask, how to I get the current coordinates of the CurrentView? OpenGL coordinates and Game coordinates are different, because the game coordinates are OpenGL coordinates plus the X and Y of the CurrentView (offset). I need to sync the coordinates of the hair drawn to keep the hair on the screen, otherwise it flies off whenever I reach the scroll marginsEdit
Solution to that^ is simple. If HairEmitter.x >CxrrentView.X then HairEmitter.X = CurrentView.X