Ok I made my own implementation doing exactly what I said which is
moving every particle. I'm not noticing an impact on my PC but that
might be because I have a super computer :) Here is the code snippet
that I put in the key handler event
var grpGroups:Array = APEngine.groups;
//loop through our groups
for(var i:int = 0; i<grpGroups.length; i++)
{
//loop through the particles in the group
for(var l:int = 0; l<grpGroups[i].particles.length; l++)
{
grpGroups[i].particles[l].px -= _xTrans;
}
}
}
I had to change the access modifier of the groups member in the
APEngine to public to get this done. I'll probably turn it into a get
property in the future. Now the next thing that I need to work on is
getting this stuff to move fluidly instead of the jumpy movement it's
currently experiencing. I'd like to use addForce instead of modifying
px but that means that fixed particles wont move so I'm not sure what
I'll do.
I guess I'll look at the addForce code and the related code that uses
damping and implement it in my own function. I was thinking I could
also create my own particle called WallRectangle which when collided
with doesn't move but can have forces added to it. That, or set my
walls to a mas of 1,000,000,000,000 to make sure they never get moved.