Particles(again) not updating

Hi



I have the following code:

I want to be able to generate an explosion!! It nearly works. Meaning that i can see the small sphere(just a test) and i can see like the last frame of the particle animation.



But i don't see the animation af the explosion occuring, or the particles fading away after the explosion - strange.



Am i missing some kind of update call every frame from the basegame???

I realize that you just helped GustavoBorba with a similar problem. Reading his topic did'nt help.



Any suggestions???



private ParticlePoints pPoints;
private Node model;

public Bomb(int x, int y) {
   this.model = new Node();
      this.model.setLocalTranslation(x, y, 0);
      this.model.attachChild(new TestSphere(0.15f, ColorRGBA.black));
      explode();
   }

public void explode() {
      Renderer display = DisplaySystem.getDisplaySystem().getRenderer();
      if (display != null) {
         pPoints = ParticleFactory.buildPointParticles("particles", 300);
         pPoints.setLocalTranslation(1, 1, 1);
         pPoints.setPointSize(3);
         pPoints.setAntialiased(true);
         pPoints.setEmissionDirection(new Vector3f(0, 1, 0));
         pPoints.setOriginOffset(new Vector3f(0, 0, 0));
         pPoints.setInitialVelocity(.003f);
         pPoints.setStartSize(2.5f);
         pPoints.setEndSize(.5f);
         pPoints.setMinimumLifeTime(200);
         pPoints.setMaximumLifeTime(1000);
         pPoints.setStartColor(new ColorRGBA(1, 0, 0, 1));
         pPoints.setEndColor(new ColorRGBA(0, 1, 1, 0));
         pPoints.setMaximumAngle(360f * FastMath.DEG_TO_RAD);
         pPoints.getParticleController().setControlFlow(false);
         pPoints.warmUp(120);

         BlendState as1 = display.createBlendState();
         as1.setBlendEnabled(true);
         as1.setSourceFunction(BlendState.SourceFunction.SourceAlpha);
         as1.setDestinationFunction(BlendState.DestinationFunction.One);
         as1.setEnabled(true);
         this.model.setRenderState(as1);

         ZBufferState zstate = display.createZBufferState();
         zstate.setEnabled(false);
         pPoints.setRenderState(zstate);

         pPoints.setModelBound(new BoundingSphere());
         pPoints.updateModelBound();

         this.model.attachChild(pPoints);
           this.model.updateRenderState();
      }
   }

i got it working



attached:

this.pc = (ParticleController) pPoints.getController(0);
 pc.setRepeatType(Controller.RT_CLAMP);




and in my update call:

i = (float) (i + 0.001);
      pc.update(i);
      this.model.updateRenderState();



now i just have to make i part of the global game time somehow.