I use the Particle Emitter in Phaser 3 to make shooting stars in my background. This technically works great, but there is still a problem with the particles itself. Every particle has visual borders, even though the images don't have any borders. I can't use the particles that way, it looks like someone didn't cut the right. The particles are from the phaser github page. I use the blue.png, red.png and yellow.png. I didn't edit them. My particles are in an atlas. I'm viewing it in Chrome on windows and I'm using Phaser v3.55.2 (WebGL | Web Audio).
You can see the borders clearly in this image.
Here's my particle emitter:
this.emitter = this.particles.createEmitter({
frame: 'particles/' + color + '.png',
x: { start: this.endpoint + 700, end: this.endpoint, steps: 100 },
y: { start: yStartpoint, end: yStartpoint + 300, steps: 100 },
lifespan: 1000,
speed: { min: 200, max: 400 },
angle: 330,
gravityY: 300,
scale: { start: 0.2, end: 0 },
quantity: 1,
blendMode: 'ADD'
})
The star- and endpoint are determined elsewhere and I doubt it has to do with the bug. Can someone tell me why this happens and what I can do to fix it?
Also another question: The particle emitters move faster when I have higher quantity. Maybe I'm not understanding what quantity means here, but shouldn't quantity be the amount of the particles?
If I don't use the particles in a texture atlas, it works just fine. I'm not complitely sure why, but that's the solution I found.