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Home/ Questions/Q 8061083
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Editorial Team
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Editorial Team
Asked: June 5, 20262026-06-05T10:12:42+00:00 2026-06-05T10:12:42+00:00

In cocos2D I currently have a very simple particle emitter initialized like this: turnEmitter

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In cocos2D I currently have a very simple particle emitter initialized like this:

    turnEmitter = [[CCParticleFlower alloc] init];
    turnEmitter.texture = [[CCTextureCache sharedTextureCache] addImage:@"Pocket.png"];
    [self addChild:turnEmitter z:1];
    turnEmitter.scale = 0.7f;
    turnEmitter.positionType = kCCPositionTypeFree;

It is simply added directly to the gameplay layer.

This emitter follows a sprite around the screen in this way (happens in the update method):

    turnEmitter.position = turnEmblem.position;

Now the problem is that the tail of particles left behind the emitter moves with the emitter, instead of released particles simply staying in the position they were released, which gives a really weird and stupid looking effect.

What I want to do is have the particles not follow the emitter at all after they have been spawned, unfortunately I have been unable to find any way of doing so.

As you can see from the code above I have already searched around, and found people which suggests changing the positionType property of the emitter, although I have tried all the possibilities and it does not solve the problem.

Does anyone have any ideas as to what this might be?

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  1. Editorial Team
    Editorial Team
    2026-06-05T10:12:45+00:00Added an answer on June 5, 2026 at 10:12 am

    You may want to try changing the “emitterMode” as well to “kCCPositionTypeFree”. I had a similar issue where i had the emitter as a child of a CCNode. The CCNode was being rotated, but the particles and emitter wasn’t. In the same way it looked stupid because the illusion of rotation was ruined. I need to set the following on my emitter:

    emitter.emitterMode = kCCPositionTypeRelative;
    emitter.positionType = kCCPositionTypeRelative;
    
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