cocos2d-x  2.2.6
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Particle System

Classes

class  CCParticleBatchNode
 CCParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw"). More...
 
class  CCParticleFire
 A fire particle system. More...
 
class  CCParticleFireworks
 A fireworks particle system. More...
 
class  CCParticleSun
 A sun particle system. More...
 
class  CCParticleGalaxy
 A galaxy particle system. More...
 
class  CCParticleFlower
 A flower particle system. More...
 
class  CCParticleMeteor
 A meteor particle system. More...
 
class  CCParticleSpiral
 An spiral particle system. More...
 
class  CCParticleExplosion
 An explosion particle system. More...
 
class  CCParticleSmoke
 An smoke particle system. More...
 
class  CCParticleSnow
 An snow particle system. More...
 
class  CCParticleRain
 A rain particle system. More...
 
struct  tCCParticle
 Structure that contains the values of each particle. More...
 
class  CCParticleSystem
 Particle System base class. More...
 
class  CCParticleSystemQuad
 CCParticleSystemQuad is a subclass of CCParticleSystem. More...
 

Macros

#define kCCParticleDefaultCapacity   500

Enumerations

enum  {
  kCCParticleDurationInfinity = -1, kCCParticleStartSizeEqualToEndSize = -1, kCCParticleStartRadiusEqualToEndRadius = -1, kParticleStartSizeEqualToEndSize = kCCParticleStartSizeEqualToEndSize,
  kParticleDurationInfinity = kCCParticleDurationInfinity
}
 
enum  { kCCParticleModeGravity, kCCParticleModeRadius }
 
enum  tCCPositionType { kCCPositionTypeFree, kCCPositionTypeRelative, kCCPositionTypeGrouped }
 possible types of particle positions More...
 
enum  { kPositionTypeFree = kCCPositionTypeFree, kPositionTypeGrouped = kCCPositionTypeGrouped }
 

Detailed Description

Macro Definition Documentation

#define kCCParticleDefaultCapacity   500
var kCCParticleDefaultCapacity   500
local kCCParticleDefaultCapacity   500

Enumeration Type Documentation

anonymous enum
Enumerator
kCCParticleDurationInfinity 

The Particle emitter lives forever.

kCCParticleStartSizeEqualToEndSize 

The starting size of the particle is equal to the ending size.

kCCParticleStartRadiusEqualToEndRadius 

The starting radius of the particle is equal to the ending radius.

kParticleStartSizeEqualToEndSize 
kParticleDurationInfinity 
var enum
Enumerator
kCCParticleDurationInfinity 

The Particle emitter lives forever.

kCCParticleStartSizeEqualToEndSize 

The starting size of the particle is equal to the ending size.

kCCParticleStartRadiusEqualToEndRadius 

The starting radius of the particle is equal to the ending radius.

kParticleStartSizeEqualToEndSize 
kParticleDurationInfinity 
local enum
Enumerator
kCCParticleDurationInfinity 

The Particle emitter lives forever.

kCCParticleStartSizeEqualToEndSize 

The starting size of the particle is equal to the ending size.

kCCParticleStartRadiusEqualToEndRadius 

The starting radius of the particle is equal to the ending radius.

kParticleStartSizeEqualToEndSize 
kParticleDurationInfinity 
anonymous enum
Enumerator
kCCParticleModeGravity 

Gravity mode (A mode)

kCCParticleModeRadius 

Radius mode (B mode)

var enum
Enumerator
kCCParticleModeGravity 

Gravity mode (A mode)

kCCParticleModeRadius 

Radius mode (B mode)

local enum
Enumerator
kCCParticleModeGravity 

Gravity mode (A mode)

kCCParticleModeRadius 

Radius mode (B mode)

anonymous enum
Enumerator
kPositionTypeFree 
kPositionTypeGrouped 
var enum
Enumerator
kPositionTypeFree 
kPositionTypeGrouped 
local enum
Enumerator
kPositionTypeFree 
kPositionTypeGrouped 
enum tCCPositionType

possible types of particle positions

Enumerator
kCCPositionTypeFree 

Living particles are attached to the world and are unaffected by emitter repositioning.

kCCPositionTypeRelative 

Living particles are attached to the world but will follow the emitter repositioning.

Use case: Attach an emitter to an sprite, and you want that the emitter follows the sprite.

kCCPositionTypeGrouped 

Living particles are attached to the emitter and are translated along with it.

var tCCPositionType

possible types of particle positions

Enumerator
kCCPositionTypeFree 

Living particles are attached to the world and are unaffected by emitter repositioning.

kCCPositionTypeRelative 

Living particles are attached to the world but will follow the emitter repositioning.

Use case: Attach an emitter to an sprite, and you want that the emitter follows the sprite.

kCCPositionTypeGrouped 

Living particles are attached to the emitter and are translated along with it.

local tCCPositionType

possible types of particle positions

Enumerator
kCCPositionTypeFree 

Living particles are attached to the world and are unaffected by emitter repositioning.

kCCPositionTypeRelative 

Living particles are attached to the world but will follow the emitter repositioning.

Use case: Attach an emitter to an sprite, and you want that the emitter follows the sprite.

kCCPositionTypeGrouped 

Living particles are attached to the emitter and are translated along with it.