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ParticleSystem Class Reference

Particle System base class. More...

#include <CCParticleSystem.h>

Inheritance diagram for ParticleSystem:
Node TextureProtocol Ref BlendProtocol ParticleSystemQuad ParticleExplosion ParticleFire ParticleFireworks ParticleFlower ParticleGalaxy ParticleMeteor ParticleRain ParticleSmoke ParticleSnow ParticleSpiral ParticleSun

Public Types

enum  Mode { GRAVITY, RADIUS }
 
enum  PositionType { FREE, RELATIVE, GROUPED }
 possible types of particle positions More...
 
enum  { DURATION_INFINITY = -1, START_SIZE_EQUAL_TO_END_SIZE = -1, START_RADIUS_EQUAL_TO_END_RADIUS = -1 }
 

Public Member Functions

bool addParticle ()
 Add a particle to the emitter. More...
 
void initParticle (tParticle *particle)
 Initializes a particle. More...
 
var initParticle ( var particle)
 Initializes a particle. More...
 
local initParticle ( local particle)
 Initializes a particle. More...
 
void stopSystem ()
 stop emitting particles. Running particles will continue to run until they die More...
 
void resetSystem ()
 Kill all living particles. More...
 
var resetSystem ()
 Kill all living particles. More...
 
bool isFull ()
 whether or not the system is full More...
 
local isFull ()
 whether or not the system is full More...
 
virtual void updateQuadWithParticle (tParticle *particle, const Vec2 &newPosition)
 should be overridden by subclasses More...
 
virtual void postStep ()
 should be overridden by subclasses More...
 
virtual void updateWithNoTime (void)
var updateWithNoTime ()
local updateWithNoTime ()
virtual bool isAutoRemoveOnFinish () const
var isAutoRemoveOnFinish ()
local isAutoRemoveOnFinish ()
virtual void setAutoRemoveOnFinish (bool var)
local setAutoRemoveOnFinish ( local var)
virtual const Vec2getGravity ()
var getGravity ()
local getGravity ()
virtual void setGravity (const Vec2 &g)
local setGravity ( local g)
virtual float getSpeed () const
local getSpeed ()
virtual void setSpeed (float speed)
local setSpeed ( local speed)
virtual float getSpeedVar () const
local getSpeedVar ()
virtual void setSpeedVar (float speed)
local setSpeedVar ( local speed)
virtual float getTangentialAccel () const
local getTangentialAccel ()
virtual void setTangentialAccel (float t)
local setTangentialAccel ( local t)
virtual float getTangentialAccelVar () const
local getTangentialAccelVar ()
virtual void setTangentialAccelVar (float t)
var setTangentialAccelVar ( var t)
local setTangentialAccelVar ( local t)
virtual float getRadialAccel () const
local getRadialAccel ()
virtual void setRadialAccel (float t)
local setRadialAccel ( local t)
virtual float getRadialAccelVar () const
local getRadialAccelVar ()
virtual void setRadialAccelVar (float t)
local setRadialAccelVar ( local t)
virtual bool getRotationIsDir () const
local getRotationIsDir ()
virtual void setRotationIsDir (bool t)
local setRotationIsDir ( local t)
virtual float getStartRadius () const
local getStartRadius ()
virtual void setStartRadius (float startRadius)
virtual float getStartRadiusVar () const
local getStartRadiusVar ()
virtual void setStartRadiusVar (float startRadiusVar)
local setStartRadiusVar ( local startRadiusVar)
virtual float getEndRadius () const
local getEndRadius ()
virtual void setEndRadius (float endRadius)
local setEndRadius ( local endRadius)
virtual float getEndRadiusVar () const
local getEndRadiusVar ()
virtual void setEndRadiusVar (float endRadiusVar)
local setEndRadiusVar ( local endRadiusVar)
virtual float getRotatePerSecond () const
local getRotatePerSecond ()
virtual void setRotatePerSecond (float degrees)
var setRotatePerSecond ( var degrees)
local setRotatePerSecond ( local degrees)
virtual float getRotatePerSecondVar () const
local getRotatePerSecondVar ()
virtual void setRotatePerSecondVar (float degrees)
var setRotatePerSecondVar ( var degrees)
local setRotatePerSecondVar ( local degrees)
virtual void setScale (float s)
 Sets the scale (x,y,z) of the node. More...
 
var setScale ( var s)
 Sets the scale (x,y,z) of the node. More...
 
local setScale ( local s)
 Sets the scale (x,y,z) of the node. More...
 
virtual void setRotation (float newRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
var setRotation ( var newRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local newRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual void setScaleX (float newScaleX)
 Sets the scale (x) of the node. More...
 
local setScaleX ( local newScaleX)
 Sets the scale (x) of the node. More...
 
virtual void setScaleY (float newScaleY)
 Sets the scale (y) of the node. More...
 
var setScaleY ( var newScaleY)
 Sets the scale (y) of the node. More...
 
local setScaleY ( local newScaleY)
 Sets the scale (y) of the node. More...
 
virtual bool isActive () const
local isActive ()
virtual bool isBlendAdditive () const
var isBlendAdditive ()
local isBlendAdditive ()
virtual void setBlendAdditive (bool value)
local setBlendAdditive ( local value)
virtual ParticleBatchNodegetBatchNode () const
virtual void setBatchNode (ParticleBatchNode *batchNode)
local setBatchNode ( local batchNode)
int getAtlasIndex () const
local getAtlasIndex ()
void setAtlasIndex (int index)
local setAtlasIndex ( local index)
unsigned int getParticleCount () const
 Quantity of particles that are being simulated at the moment. More...
 
local getParticleCount ()
 Quantity of particles that are being simulated at the moment. More...
 
float getDuration () const
 How many seconds the emitter will run. More...
 
var getDuration ()
 How many seconds the emitter will run. More...
 
local getDuration ()
 How many seconds the emitter will run. More...
 
void setDuration (float duration)
var setDuration ( var duration)
local setDuration ( local duration)
const Vec2getSourcePosition () const
 sourcePosition of the emitter More...
 
local getSourcePosition ()
 sourcePosition of the emitter More...
 
void setSourcePosition (const Vec2 &pos)
var setSourcePosition ( var pos)
local setSourcePosition ( local pos)
const Vec2getPosVar () const
 Position variance of the emitter. More...
 
var getPosVar ()
 Position variance of the emitter. More...
 
local getPosVar ()
 Position variance of the emitter. More...
 
void setPosVar (const Vec2 &pos)
local setPosVar ( local pos)
float getLife () const
 life, and life variation of each particle More...
 
var getLife ()
 life, and life variation of each particle More...
 
local getLife ()
 life, and life variation of each particle More...
 
void setLife (float life)
var setLife ( var life)
local setLife ( local life)
float getLifeVar () const
 life variance of each particle More...
 
var getLifeVar ()
 life variance of each particle More...
 
local getLifeVar ()
 life variance of each particle More...
 
void setLifeVar (float lifeVar)
local setLifeVar ( local lifeVar)
float getAngle () const
 angle and angle variation of each particle More...
 
var getAngle ()
 angle and angle variation of each particle More...
 
local getAngle ()
 angle and angle variation of each particle More...
 
void setAngle (float angle)
var setAngle ( var angle)
local setAngle ( local angle)
float getAngleVar () const
 angle variance of each particle More...
 
var getAngleVar ()
 angle variance of each particle More...
 
local getAngleVar ()
 angle variance of each particle More...
 
void setAngleVar (float angleVar)
local setAngleVar ( local angleVar)
Mode getEmitterMode () const
 Switch between different kind of emitter modes: More...
 
var getEmitterMode ()
 Switch between different kind of emitter modes: More...
 
local getEmitterMode ()
 Switch between different kind of emitter modes: More...
 
void setEmitterMode (Mode mode)
var setEmitterMode ( var mode)
local setEmitterMode ( local mode)
float getStartSize () const
 start size in pixels of each particle More...
 
var getStartSize ()
 start size in pixels of each particle More...
 
local getStartSize ()
 start size in pixels of each particle More...
 
void setStartSize (float startSize)
local setStartSize ( local startSize)
float getStartSizeVar () const
 size variance in pixels of each particle More...
 
var getStartSizeVar ()
 size variance in pixels of each particle More...
 
local getStartSizeVar ()
 size variance in pixels of each particle More...
 
void setStartSizeVar (float sizeVar)
local setStartSizeVar ( local sizeVar)
float getEndSize () const
 end size in pixels of each particle More...
 
var getEndSize ()
 end size in pixels of each particle More...
 
local getEndSize ()
 end size in pixels of each particle More...
 
void setEndSize (float endSize)
local setEndSize ( local endSize)
float getEndSizeVar () const
 end size variance in pixels of each particle More...
 
var getEndSizeVar ()
 end size variance in pixels of each particle More...
 
local getEndSizeVar ()
 end size variance in pixels of each particle More...
 
void setEndSizeVar (float sizeVar)
local setEndSizeVar ( local sizeVar)
const Color4FgetStartColor () const
 start color of each particle More...
 
local getStartColor ()
 start color of each particle More...
 
void setStartColor (const Color4F &color)
var setStartColor ( var color)
local setStartColor ( local color)
const Color4FgetStartColorVar () const
 start color variance of each particle More...
 
void setStartColorVar (const Color4F &color)
local setStartColorVar ( local color)
const Color4FgetEndColor () const
 end color and end color variation of each particle More...
 
var getEndColor ()
 end color and end color variation of each particle More...
 
local getEndColor ()
 end color and end color variation of each particle More...
 
void setEndColor (const Color4F &color)
const Color4FgetEndColorVar () const
 end color variance of each particle More...
 
var getEndColorVar ()
 end color variance of each particle More...
 
local getEndColorVar ()
 end color variance of each particle More...
 
void setEndColorVar (const Color4F &color)
float getStartSpin () const
var getStartSpin ()
local getStartSpin ()
void setStartSpin (float spin)
local setStartSpin ( local spin)
float getStartSpinVar () const
local getStartSpinVar ()
void setStartSpinVar (float pinVar)
local setStartSpinVar ( local pinVar)
float getEndSpin () const
local getEndSpin ()
void setEndSpin (float endSpin)
local setEndSpin ( local endSpin)
float getEndSpinVar () const
local getEndSpinVar ()
void setEndSpinVar (float endSpinVar)
local setEndSpinVar ( local endSpinVar)
float getEmissionRate () const
 emission rate of the particles More...
 
var getEmissionRate ()
 emission rate of the particles More...
 
local getEmissionRate ()
 emission rate of the particles More...
 
void setEmissionRate (float rate)
var setEmissionRate ( var rate)
local setEmissionRate ( local rate)
virtual int getTotalParticles () const
 maximum particles of the system More...
 
local getTotalParticles ()
 maximum particles of the system More...
 
virtual void setTotalParticles (int totalParticles)
local setTotalParticles ( local totalParticles)
void setOpacityModifyRGB (bool opacityModifyRGB)
 does the alpha value modify color More...
 
var setOpacityModifyRGB ( var opacityModifyRGB)
 does the alpha value modify color More...
 
local setOpacityModifyRGB ( local opacityModifyRGB)
 does the alpha value modify color More...
 
bool isOpacityModifyRGB () const
var isOpacityModifyRGB ()
local isOpacityModifyRGB ()
CC_DEPRECATED_ATTRIBUTE bool getOpacityModifyRGB () const
local getOpacityModifyRGB ()
PositionType getPositionType () const
 particles movement type: Free or Grouped More...
 
var getPositionType ()
 particles movement type: Free or Grouped More...
 
local getPositionType ()
 particles movement type: Free or Grouped More...
 
void setPositionType (PositionType type)
var setPositionType ( var type)
local setPositionType ( local type)
virtual void onEnter () override
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
var onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
local onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onExit () override
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
var onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
local onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void update (float dt) override
var update ( var dt)
local update ( local dt)
virtual Texture2DgetTexture () const override
 Returns the currently used texture. More...
 
local getTexture ()
 Returns the currently used texture. More...
 
virtual void setTexture (Texture2D *texture) override
 Sets a new texuture. More...
 
local setTexture ( local texture)
 Sets a new texuture. More...
 
virtual void setBlendFunc (const BlendFunc &blendFunc) override
local setBlendFunc ( local blendFunc)
virtual const BlendFuncgetBlendFunc () const override
 Returns the blending function that is currently being used. More...
 
virtual ~ParticleSystem ()
bool init ()
 initializes a ParticleSystem More...
 
var init ()
 initializes a ParticleSystem More...
 
local init ()
 initializes a ParticleSystem More...
 
bool initWithFile (const std::string &plistFile)
 initializes a ParticleSystem from a plist file. More...
 
var initWithFile ( var plistFile)
 initializes a ParticleSystem from a plist file. More...
 
local initWithFile ( local plistFile)
 initializes a ParticleSystem from a plist file. More...
 
bool initWithDictionary (ValueMap &dictionary)
 initializes a QuadParticleSystem from a Dictionary. More...
 
local initWithDictionary ( local dictionary)
 initializes a QuadParticleSystem from a Dictionary. More...
 
bool initWithDictionary (ValueMap &dictionary, const std::string &dirname)
 initializes a particle system from a NSDictionary and the path from where to load the png More...
 
virtual bool initWithTotalParticles (int numberOfParticles)
 Initializes a system with a fixed number of particles. More...
 
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
var isRunning ()
 Returns whether or not the node is "running". More...
 
local isRunning ()
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
var cleanup ()
 Stops all running actions and schedulers. More...
 
local cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void draw (Renderer *renderer, const Mat4 &transform, bool transformUpdated)
 Override this method to draw your own node. More...
 
local draw ( local renderer, local transform, local transformUpdated)
 Override this method to draw your own node. More...
 
virtual void draw () final
var draw ()
local draw ()
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
 Visits this node's children and draw them recursively. More...
 
local visit ( local renderer, local parentTransform, local parentTransformUpdated)
 Visits this node's children and draw them recursively. More...
 
virtual void visit () final
virtual ScenegetScene ()
 Returns the Scene that contains the Node. More...
 
local getScene ()
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
var setEventDispatcher ( var dispatcher)
local setEventDispatcher ( local dispatcher)
virtual EventDispatchergetEventDispatcher () const
local getEventDispatcher ()
virtual GLubyte getOpacity () const
var getOpacity ()
local getOpacity ()
virtual GLubyte getDisplayedOpacity () const
local getDisplayedOpacity ()
virtual void setOpacity (GLubyte opacity)
local setOpacity ( local opacity)
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
var updateDisplayedOpacity ( var parentOpacity)
local updateDisplayedOpacity ( local parentOpacity)
virtual bool isCascadeOpacityEnabled () const
var isCascadeOpacityEnabled ()
local isCascadeOpacityEnabled ()
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const Color3BgetColor (void) const
local getColor ()
virtual const Color3BgetDisplayedColor () const
local getDisplayedColor ()
virtual void setColor (const Color3B &color)
var setColor ( var color)
local setColor ( local color)
virtual void updateDisplayedColor (const Color3B &parentColor)
local updateDisplayedColor ( local parentColor)
virtual bool isCascadeColorEnabled () const
var isCascadeColorEnabled ()
local isCascadeColorEnabled ()
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
virtual ~Node ()
var ~Node ()
local ~Node ()
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
var setLocalZOrder ( var localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
local setLocalZOrder ( local localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setZOrder (int localZOrder)
local setZOrder ( local localZOrder)
virtual void _setLocalZOrder (int z)
var _setLocalZOrder ( var z)
local _setLocalZOrder ( local z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
local getLocalZOrder ()
 Gets the local Z order of this node. More...
 
virtual CC_DEPRECATED_ATTRIBUTE int getZOrder () const
local getZOrder ()
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
local setGlobalZOrder ( local globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
local setScaleZ ( local scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
local setScale ( local scaleX, local scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
local setPosition ( local x, local y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
var getPosition ( var x, var y)
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
local getPosition ( local x, local y)
 Gets position in a more efficient way, returns two number instead of a Vec2 object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
var setPositionX ( var x)
 Gets/Sets x or y coordinate individually for position. More...
 
local setPositionX ( local x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
var getPositionX ()
local getPositionX ()
virtual void setPositionY (float y)
local setPositionY ( local y)
virtual float getPositionY (void) const
local getPositionY ()
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
local setPosition3D ( local position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vec3 getPosition3D () const
 returns the position (X,Y,Z) in its parent's coordinate system More...
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
local setPositionZ ( local positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setVertexZ (float vertexZ)
local setVertexZ ( local vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getVertexZ () const
local getVertexZ ()
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local skewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
local getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local skewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Vec2 &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
local getContentSize ()
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
var setRotation3D ( var rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
local setRotation3D ( local rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 getRotation3D () const
 returns the rotation (X,Y,Z) in degrees. More...
 
var getRotation3D ()
 returns the rotation (X,Y,Z) in degrees. More...
 
local getRotation3D ()
 returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationSkewX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setRotationX (float rotationX)
local setRotationX ( local rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getRotationX () const
local getRotationX ()
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationSkewY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setRotationY (float rotationY)
local setRotationY ( local rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getRotationY () const
local getRotationY ()
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
CC_DEPRECATED_ATTRIBUTE void setGLServerState (int serverState)
CC_DEPRECATED_ATTRIBUTE int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
var addChild ( var child)
 Adds a child to the container with z-order as 0. More...
 
local addChild ( local child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
local addChild ( local child, local localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
local getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
local getChildren ()
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParent ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
local removeChild ( local child, local true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
var removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
local removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
var reorderChild ( var child, var localZOrder)
 Reorders a child according to a new z value. More...
 
local reorderChild ( local child, local localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
local getTag ()
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
var getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
local getGLProgram ()
 Return the GLProgram (shader) currently used for this node. More...
 
CC_DEPRECATED_ATTRIBUTE GLProgramgetShaderProgram ()
local getShaderProgram ()
GLProgramStategetGLProgramState ()
var getGLProgramState ()
local getGLProgramState ()
void setGLProgramState (GLProgramState *glProgramState)
var setGLProgramState ( var glProgramState)
local setGLProgramState ( local glProgramState)
void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
CC_DEPRECATED_ATTRIBUTE void setShaderProgram (GLProgram *glprogram)
local setShaderProgram ( local glprogram)
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
local setActionManager ( local actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
local getActionManager ()
ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
var stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
local stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
var stopAction ( var action)
 Stops and removes an action from the running action list. More...
 
local stopAction ( local action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local getNumberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
CC_DEPRECATED_ATTRIBUTE ssize_t numberOfRunningActions () const
local numberOfRunningActions ()
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
var unscheduleUpdate ()
local unscheduleUpdate ()
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
var resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
local resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
var updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
local updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
local getNodeToParentAffineTransform ()
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the Transformation matrix manually. More...
 
local setNodeToParentTransform ( local transform)
 Sets the Transformation matrix manually. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToParentTransform () const
local nodeToParentTransform ()
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
parentToNodeTransform () const
local parentToNodeTransform ()
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
var getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
local getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
local getNodeToWorldAffineTransform ()
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
local getWorldToNodeAffineTransform ()
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
worldToNodeTransform () const
local worldToNodeTransform ()
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Vec2 More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
var convertTouchToNodeSpaceAR ( var touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
local convertTouchToNodeSpaceAR ( local touch)
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
var setAdditionalTransform ( var additionalTransform)
 Sets an additional transform matrix to the node. More...
 
local setAdditionalTransform ( local additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
ComponentgetComponent (const std::string &pName)
 gets a component by its name More...
 
local getComponent ( local pName)
 gets a component by its name More...
 
virtual bool addComponent (Component *pComponent)
 adds a component More...
 
local addComponent ( local pComponent)
 adds a component More...
 
virtual bool removeComponent (const std::string &pName)
 removes a component by its name More...
 
local removeComponent ( local pName)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
var removeAllComponents ()
 removes all components More...
 
local removeAllComponents ()
 removes all components More...
 
virtual std::string getDescription () const
 Gets the description string. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
- Public Member Functions inherited from TextureProtocol
virtual ~TextureProtocol ()
- Public Member Functions inherited from BlendProtocol
virtual ~BlendProtocol ()

Static Public Member Functions

static ParticleSystemcreate (const std::string &plistFile)
 creates an initializes a ParticleSystem from a plist file. More...
 
var create ( var plistFile)
 creates an initializes a ParticleSystem from a plist file. More...
 
local create ( local plistFile)
 creates an initializes a ParticleSystem from a plist file. More...
 
static ParticleSystemcreateWithTotalParticles (int numberOfParticles)
 create a system with a fixed number of particles More...
 
var createWithTotalParticles ( var numberOfParticles)
 create a system with a fixed number of particles More...
 
local createWithTotalParticles ( local numberOfParticles)
 create a system with a fixed number of particles More...
 
- Static Public Member Functions inherited from Node
static Nodecreate (void)
 Allocates and initializes a node. More...
 
var create ()
 Allocates and initializes a node. More...
 
local create ()
 Allocates and initializes a node. More...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: ParticleSystem()
local __pad0__: ParticleSystem()
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()

Protected Member Functions

virtual void updateBlendFunc ()
local updateBlendFunc ()
- Protected Member Functions inherited from Node
void childrenAlloc (void)
 lazy allocs More...
 
var childrenAlloc ()
 lazy allocs More...
 
local childrenAlloc ()
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
var insertChild ( var child, var z)
 helper that reorder a child More...
 
local insertChild ( local child, local z)
 helper that reorder a child More...
 
void detachChild (Node *child, ssize_t index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
Vec2 convertToWindowSpace (const Vec2 &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
Mat4 transform (const Mat4 &parentTransform)
var transform ( var parentTransform)
local transform ( local parentTransform)
virtual void updateCascadeOpacity ()
var updateCascadeOpacity ()
local updateCascadeOpacity ()
virtual void disableCascadeOpacity ()
var disableCascadeOpacity ()
local disableCascadeOpacity ()
virtual void updateCascadeColor ()
local updateCascadeColor ()
virtual void disableCascadeColor ()
local disableCascadeColor ()
virtual void updateColor ()
var updateColor ()
local updateColor ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Protected Attributes

bool _isBlendAdditive
 whether or not the particles are using blend additive. More...
 
local _isBlendAdditive
 whether or not the particles are using blend additive. More...
 
bool _isAutoRemoveOnFinish
 whether or not the node will be auto-removed when it has no particles left. More...
 
std::string _plistFile
var _plistFile
local _plistFile
float _elapsed
 time elapsed since the start of the system (in seconds) More...
 
var _elapsed
 time elapsed since the start of the system (in seconds) More...
 
local _elapsed
 time elapsed since the start of the system (in seconds) More...
 
struct {
   Vec2   gravity
 Gravity value. More...
 
   var   gravity
 Gravity value. More...
 
   local   gravity
 Gravity value. More...
 
   float   speed
 speed of each particle. More...
 
   var   speed
 speed of each particle. More...
 
   local   speed
 speed of each particle. More...
 
   float   speedVar
 speed variance of each particle. More...
 
   var   speedVar
 speed variance of each particle. More...
 
   local   speedVar
 speed variance of each particle. More...
 
   float   tangentialAccel
 tangential acceleration of each particle. More...
 
   var   tangentialAccel
 tangential acceleration of each particle. More...
 
   local   tangentialAccel
 tangential acceleration of each particle. More...
 
   float   tangentialAccelVar
 tangential acceleration variance of each particle. More...
 
   var   tangentialAccelVar
 tangential acceleration variance of each particle. More...
 
   local   tangentialAccelVar
 tangential acceleration variance of each particle. More...
 
   float   radialAccel
 radial acceleration of each particle. More...
 
   var   radialAccel
 radial acceleration of each particle. More...
 
   local   radialAccel
 radial acceleration of each particle. More...
 
   float   radialAccelVar
 radial acceleration variance of each particle. More...
 
   var   radialAccelVar
 radial acceleration variance of each particle. More...
 
   local   radialAccelVar
 radial acceleration variance of each particle. More...
 
   bool   rotationIsDir
 set the rotation of each particle to its direction Only available in 'Gravity' mode. More...
 
   var   rotationIsDir
 set the rotation of each particle to its direction Only available in 'Gravity' mode. More...
 
   local   rotationIsDir
 set the rotation of each particle to its direction Only available in 'Gravity' mode. More...
 
modeA
 Mode A:Gravity + Tangential Accel + Radial Accel. More...
 
modeA
 Mode A:Gravity + Tangential Accel + Radial Accel. More...
 
modeA
 Mode A:Gravity + Tangential Accel + Radial Accel. More...
 
struct {
   float   startRadius
 The starting radius of the particles. More...
 
   var   startRadius
 The starting radius of the particles. More...
 
   local   startRadius
 The starting radius of the particles. More...
 
   float   startRadiusVar
 The starting radius variance of the particles. More...
 
   var   startRadiusVar
 The starting radius variance of the particles. More...
 
   local   startRadiusVar
 The starting radius variance of the particles. More...
 
   float   endRadius
 The ending radius of the particles. More...
 
   var   endRadius
 The ending radius of the particles. More...
 
   local   endRadius
 The ending radius of the particles. More...
 
   float   endRadiusVar
 The ending radius variance of the particles. More...
 
   var   endRadiusVar
 The ending radius variance of the particles. More...
 
   local   endRadiusVar
 The ending radius variance of the particles. More...
 
   float   rotatePerSecond
 Number of degrees to rotate a particle around the source pos per second. More...
 
   var   rotatePerSecond
 Number of degrees to rotate a particle around the source pos per second. More...
 
   local   rotatePerSecond
 Number of degrees to rotate a particle around the source pos per second. More...
 
   float   rotatePerSecondVar
 Variance in degrees for rotatePerSecond. More...
 
   var   rotatePerSecondVar
 Variance in degrees for rotatePerSecond. More...
 
   local   rotatePerSecondVar
 Variance in degrees for rotatePerSecond. More...
 
modeB
 Mode B: circular movement (gravity, radial accel and tangential accel don't are not used in this mode) More...
 
modeB
 Mode B: circular movement (gravity, radial accel and tangential accel don't are not used in this mode) More...
 
tParticle_particles
 Array of particles. More...
 
std::string _configName
var _configName
local _configName
float _emitCounter
 How many particles can be emitted per second. More...
 
var _emitCounter
 How many particles can be emitted per second. More...
 
local _emitCounter
 How many particles can be emitted per second. More...
 
int _particleIdx
 particle idx More...
 
local _particleIdx
 particle idx More...
 
ParticleBatchNode_batchNode
 weak reference to the SpriteBatchNode that renders the Sprite More...
 
var _batchNode
 weak reference to the SpriteBatchNode that renders the Sprite More...
 
local _batchNode
 weak reference to the SpriteBatchNode that renders the Sprite More...
 
int _atlasIndex
bool _transformSystemDirty
var _transformSystemDirty
local _transformSystemDirty
int _allocatedParticles
local _allocatedParticles
bool _isActive
 Is the emitter active. More...
 
var _isActive
 Is the emitter active. More...
 
local _isActive
 Is the emitter active. More...
 
int _particleCount
 Quantity of particles that are being simulated at the moment. More...
 
var _particleCount
 Quantity of particles that are being simulated at the moment. More...
 
local _particleCount
 Quantity of particles that are being simulated at the moment. More...
 
float _duration
 How many seconds the emitter will run. More...
 
var _duration
 How many seconds the emitter will run. More...
 
local _duration
 How many seconds the emitter will run. More...
 
Vec2 _sourcePosition
 sourcePosition of the emitter More...
 
var _sourcePosition
 sourcePosition of the emitter More...
 
local _sourcePosition
 sourcePosition of the emitter More...
 
Vec2 _posVar
 Position variance of the emitter. More...
 
var _posVar
 Position variance of the emitter. More...
 
local _posVar
 Position variance of the emitter. More...
 
float _life
 life, and life variation of each particle More...
 
var _life
 life, and life variation of each particle More...
 
local _life
 life, and life variation of each particle More...
 
float _lifeVar
 life variance of each particle More...
 
var _lifeVar
 life variance of each particle More...
 
local _lifeVar
 life variance of each particle More...
 
float _angle
 angle and angle variation of each particle More...
 
var _angle
 angle and angle variation of each particle More...
 
local _angle
 angle and angle variation of each particle More...
 
float _angleVar
 angle variance of each particle More...
 
var _angleVar
 angle variance of each particle More...
 
local _angleVar
 angle variance of each particle More...
 
Mode _emitterMode
 Switch between different kind of emitter modes: More...
 
local _emitterMode
 Switch between different kind of emitter modes: More...
 
float _startSize
 start size in pixels of each particle More...
 
var _startSize
 start size in pixels of each particle More...
 
local _startSize
 start size in pixels of each particle More...
 
float _startSizeVar
 size variance in pixels of each particle More...
 
var _startSizeVar
 size variance in pixels of each particle More...
 
local _startSizeVar
 size variance in pixels of each particle More...
 
float _endSize
 end size in pixels of each particle More...
 
var _endSize
 end size in pixels of each particle More...
 
local _endSize
 end size in pixels of each particle More...
 
float _endSizeVar
 end size variance in pixels of each particle More...
 
var _endSizeVar
 end size variance in pixels of each particle More...
 
local _endSizeVar
 end size variance in pixels of each particle More...
 
Color4F _startColor
 start color of each particle More...
 
var _startColor
 start color of each particle More...
 
local _startColor
 start color of each particle More...
 
Color4F _startColorVar
 start color variance of each particle More...
 
var _startColorVar
 start color variance of each particle More...
 
local _startColorVar
 start color variance of each particle More...
 
Color4F _endColor
 end color and end color variation of each particle More...
 
var _endColor
 end color and end color variation of each particle More...
 
local _endColor
 end color and end color variation of each particle More...
 
Color4F _endColorVar
 end color variance of each particle More...
 
var _endColorVar
 end color variance of each particle More...
 
local _endColorVar
 end color variance of each particle More...
 
float _startSpin
var _startSpin
local _startSpin
float _startSpinVar
var _startSpinVar
local _startSpinVar
float _endSpin
var _endSpin
local _endSpin
float _endSpinVar
var _endSpinVar
local _endSpinVar
float _emissionRate
 emission rate of the particles More...
 
var _emissionRate
 emission rate of the particles More...
 
local _emissionRate
 emission rate of the particles More...
 
int _totalParticles
 maximum particles of the system More...
 
Texture2D_texture
 conforms to CocosNodeTexture protocol More...
 
local _texture
 conforms to CocosNodeTexture protocol More...
 
BlendFunc _blendFunc
 conforms to CocosNodeTexture protocol More...
 
var _blendFunc
 conforms to CocosNodeTexture protocol More...
 
local _blendFunc
 conforms to CocosNodeTexture protocol More...
 
bool _opacityModifyRGB
 does the alpha value modify color More...
 
var _opacityModifyRGB
 does the alpha value modify color More...
 
local _opacityModifyRGB
 does the alpha value modify color More...
 
int _yCoordFlipped
 does FlippedY variance of each particle More...
 
var _yCoordFlipped
 does FlippedY variance of each particle More...
 
local _yCoordFlipped
 does FlippedY variance of each particle More...
 
PositionType _positionType
 particles movement type: Free or Grouped More...
 
var _positionType
 particles movement type: Free or Grouped More...
 
local _positionType
 particles movement type: Free or Grouped More...
 
- Protected Attributes inherited from Node
float _rotationX
 rotation on the X-axis More...
 
float _rotationY
 rotation on the Y-axis More...
 
var _rotationY
 rotation on the Y-axis More...
 
local _rotationY
 rotation on the Y-axis More...
 
float _rotationZ_X
 rotation angle on Z-axis, component X More...
 
var _rotationZ_X
 rotation angle on Z-axis, component X More...
 
local _rotationZ_X
 rotation angle on Z-axis, component X More...
 
float _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
var _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
local _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
float _scaleX
 scaling factor on x-axis More...
 
var _scaleX
 scaling factor on x-axis More...
 
local _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
var _scaleY
 scaling factor on y-axis More...
 
local _scaleY
 scaling factor on y-axis More...
 
float _scaleZ
 scaling factor on z-axis More...
 
var _scaleZ
 scaling factor on z-axis More...
 
local _scaleZ
 scaling factor on z-axis More...
 
Vec2 _position
 position of the node More...
 
var _position
 position of the node More...
 
local _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
var _positionZ
 OpenGL real Z position. More...
 
local _positionZ
 OpenGL real Z position. More...
 
float _skewX
 skew angle on x-axis More...
 
var _skewX
 skew angle on x-axis More...
 
local _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
var _skewY
 skew angle on y-axis More...
 
local _skewY
 skew angle on y-axis More...
 
Vec2 _anchorPointInPoints
 anchor point in points More...
 
var _anchorPointInPoints
 anchor point in points More...
 
local _anchorPointInPoints
 anchor point in points More...
 
Vec2 _anchorPoint
 anchor point normalized (NOT in points) More...
 
var _anchorPoint
 anchor point normalized (NOT in points) More...
 
local _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
var _contentSize
 untransformed size of the node More...
 
local _contentSize
 untransformed size of the node More...
 
Mat4 _modelViewTransform
 ModelView transform of the Node. More...
 
var _modelViewTransform
 ModelView transform of the Node. More...
 
local _modelViewTransform
 ModelView transform of the Node. More...
 
Mat4 _transform
 transform More...
 
var _transform
 transform More...
 
local _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
var _transformDirty
 transform dirty flag More...
 
local _transformDirty
 transform dirty flag More...
 
Mat4 _inverse
 inverse transform More...
 
var _inverse
 inverse transform More...
 
local _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
var _inverseDirty
 inverse transform dirty flag More...
 
local _inverseDirty
 inverse transform dirty flag More...
 
Mat4 _additionalTransform
 transform More...
 
var _additionalTransform
 transform More...
 
local _additionalTransform
 transform More...
 
bool _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
var _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
local _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
bool _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
var _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
local _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
var _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
local _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
float _globalZOrder
 Global order used to sort the node. More...
 
var _globalZOrder
 Global order used to sort the node. More...
 
local _globalZOrder
 Global order used to sort the node. More...
 
Vector< Node * > _children
 array of children nodes More...
 
var _children
 array of children nodes More...
 
local _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
var _parent
 weak reference to parent node More...
 
local _parent
 weak reference to parent node More...
 
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
var _tag
 a tag. Can be any number you assigned just to identify this node More...
 
local _tag
 a tag. Can be any number you assigned just to identify this node More...
 
std::string _name
 a string label, an user defined string to identify this node More...
 
var _name
 a string label, an user defined string to identify this node More...
 
local _name
 a string label, an user defined string to identify this node More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
var _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
local _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Ref_userObject
 A user assigned Object. More...
 
var _userObject
 A user assigned Object. More...
 
local _userObject
 A user assigned Object. More...
 
GLProgramState_glProgramState
 OpenGL Program State. More...
 
var _glProgramState
 OpenGL Program State. More...
 
local _glProgramState
 OpenGL Program State. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
var _scheduler
 scheduler used to schedule timers and updates More...
 
local _scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
EventDispatcher_eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
var _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
local _eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
bool _running
 is running More...
 
var _running
 is running More...
 
local _running
 is running More...
 
bool _visible
 is this node visible More...
 
var _visible
 is this node visible More...
 
local _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
var _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
local _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
var _reorderChildDirty
 children order dirty flag More...
 
local _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
var _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
local _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
var _componentContainer
 Dictionary of components. More...
 
local _componentContainer
 Dictionary of components. More...
 
GLubyte _displayedOpacity
var _displayedOpacity
local _displayedOpacity
GLubyte _realOpacity
var _realOpacity
local _realOpacity
Color3B _displayedColor
var _displayedColor
local _displayedColor
Color3B _realColor
var _realColor
local _realColor
bool _cascadeColorEnabled
var _cascadeColorEnabled
local _cascadeColorEnabled
bool _cascadeOpacityEnabled
var _cascadeOpacityEnabled
local _cascadeOpacityEnabled
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Additional Inherited Members

- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
var INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
local INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
var s_globalOrderOfArrival
local s_globalOrderOfArrival

Detailed Description

Particle System base class.

Attributes of a Particle System:

  • emission rate of the particles
  • Gravity Mode (Mode A):
  • gravity
  • direction
  • speed +- variance
  • tangential acceleration +- variance
  • radial acceleration +- variance
  • Radius Mode (Mode B):
  • startRadius +- variance
  • endRadius +- variance
  • rotate +- variance
  • Properties common to all modes:
  • life +- life variance
  • start spin +- variance
  • end spin +- variance
  • start size +- variance
  • end size +- variance
  • start color +- variance
  • end color +- variance
  • life +- variance
  • blending function
  • texture

cocos2d also supports particles generated by Particle Designer (http://particledesigner.71squared.com/). 'Radius Mode' in Particle Designer uses a fixed emit rate of 30 hz. Since that can't be guaranteed in cocos2d, cocos2d uses a another approach, but the results are almost identical.

cocos2d supports all the variables used by Particle Designer plus a bit more:

  • spinning particles (supported when using ParticleSystemQuad)
  • tangential acceleration (Gravity mode)
  • radial acceleration (Gravity mode)
  • radius direction (Radius mode) (Particle Designer supports outwards to inwards direction only)

It is possible to customize any of the above mentioned properties in runtime. Example:

emitter.radialAccel = 15;
emitter.startSpin = 0;

Member Enumeration Documentation

anonymous enum
Enumerator
DURATION_INFINITY 

The Particle emitter lives forever.

START_SIZE_EQUAL_TO_END_SIZE 

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

START_RADIUS_EQUAL_TO_END_RADIUS 

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

var enum
Enumerator
DURATION_INFINITY 

The Particle emitter lives forever.

START_SIZE_EQUAL_TO_END_SIZE 

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

START_RADIUS_EQUAL_TO_END_RADIUS 

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

local enum
Enumerator
DURATION_INFINITY 

The Particle emitter lives forever.

START_SIZE_EQUAL_TO_END_SIZE 

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

START_RADIUS_EQUAL_TO_END_RADIUS 

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

enum Mode
strong
Enumerator
GRAVITY 
RADIUS 
var Mode
strong
Enumerator
GRAVITY 
RADIUS 
local Mode
strong
Enumerator
GRAVITY 
RADIUS 
enum PositionType
strong

possible types of particle positions

Enumerator
FREE 

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

RELATIVE 

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.

GROUPED 

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

var PositionType
strong

possible types of particle positions

Enumerator
FREE 

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

RELATIVE 

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.

GROUPED 

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

Constructor & Destructor Documentation

virtual ~ParticleSystem ( )
virtual

Member Function Documentation

bool addParticle ( )

Add a particle to the emitter.

var addParticle ( )

Add a particle to the emitter.

local addParticle ( )

Add a particle to the emitter.

static ParticleSystem* create ( const std::string &  plistFile)
static

creates an initializes a ParticleSystem from a plist file.

This plist files can be created manually or with Particle Designer: http://particledesigner.71squared.com/

Since
v2.0
var create ( var  plistFile)
static

creates an initializes a ParticleSystem from a plist file.

This plist files can be created manually or with Particle Designer: http://particledesigner.71squared.com/

Since
v2.0
local create ( local  plistFile)
static

creates an initializes a ParticleSystem from a plist file.

This plist files can be created manually or with Particle Designer: http://particledesigner.71squared.com/

Since
v2.0
static ParticleSystem*
createWithTotalParticles
( int  numberOfParticles)
static

create a system with a fixed number of particles

var createWithTotalParticles ( var  numberOfParticles)
static

create a system with a fixed number of particles

local createWithTotalParticles ( local  numberOfParticles)
static

create a system with a fixed number of particles

float getAngle ( ) const
inline

angle and angle variation of each particle

var getAngle ( )
inline

angle and angle variation of each particle

local getAngle ( )
inline

angle and angle variation of each particle

float getAngleVar ( ) const
inline

angle variance of each particle

var getAngleVar ( )
inline

angle variance of each particle

local getAngleVar ( )
inline

angle variance of each particle

int getAtlasIndex ( ) const
inline
var getAtlasIndex ( )
inline
local getAtlasIndex ( )
inline
virtual ParticleBatchNode*
getBatchNode
( ) const
virtual
var getBatchNode ( )
virtual
local getBatchNode ( )
virtual
virtual const BlendFunc&
getBlendFunc
( ) const
overridevirtual

Returns the blending function that is currently being used.

Returns
A BlendFunc structure with source and destination factor which specified pixel arithmetic.

Implements BlendProtocol.

float getDuration ( ) const
inline

How many seconds the emitter will run.

-1 means 'forever'

var getDuration ( )
inline

How many seconds the emitter will run.

-1 means 'forever'

local getDuration ( )
inline

How many seconds the emitter will run.

-1 means 'forever'

float getEmissionRate ( ) const
inline

emission rate of the particles

var getEmissionRate ( )
inline

emission rate of the particles

local getEmissionRate ( )
inline

emission rate of the particles

Mode getEmitterMode ( ) const
inline

Switch between different kind of emitter modes:

  • kParticleModeGravity: uses gravity, speed, radial and tangential acceleration
  • kParticleModeRadius: uses radius movement + rotation
var getEmitterMode ( )
inline

Switch between different kind of emitter modes:

  • kParticleModeGravity: uses gravity, speed, radial and tangential acceleration
  • kParticleModeRadius: uses radius movement + rotation
local getEmitterMode ( )
inline

Switch between different kind of emitter modes:

  • kParticleModeGravity: uses gravity, speed, radial and tangential acceleration
  • kParticleModeRadius: uses radius movement + rotation
const Color4F& getEndColor ( ) const
inline

end color and end color variation of each particle

var getEndColor ( )
inline

end color and end color variation of each particle

local getEndColor ( )
inline

end color and end color variation of each particle

const Color4F& getEndColorVar ( ) const
inline

end color variance of each particle

var getEndColorVar ( )
inline

end color variance of each particle

local getEndColorVar ( )
inline

end color variance of each particle

virtual float getEndRadius ( ) const
virtual
var getEndRadius ( )
virtual
local getEndRadius ( )
virtual
virtual float getEndRadiusVar ( ) const
virtual
var getEndRadiusVar ( )
virtual
local getEndRadiusVar ( )
virtual
float getEndSize ( ) const
inline

end size in pixels of each particle

var getEndSize ( )
inline

end size in pixels of each particle

local getEndSize ( )
inline

end size in pixels of each particle

float getEndSizeVar ( ) const
inline

end size variance in pixels of each particle

var getEndSizeVar ( )
inline

end size variance in pixels of each particle

local getEndSizeVar ( )
inline

end size variance in pixels of each particle

float getEndSpin ( ) const
inline
var getEndSpin ( )
inline
local getEndSpin ( )
inline
float getEndSpinVar ( ) const
inline
var getEndSpinVar ( )
inline
local getEndSpinVar ( )
inline
virtual const Vec2& getGravity ( )
virtual
var getGravity ( )
virtual
local getGravity ( )
virtual
float getLife ( ) const
inline

life, and life variation of each particle

var getLife ( )
inline

life, and life variation of each particle

local getLife ( )
inline

life, and life variation of each particle

float getLifeVar ( ) const
inline

life variance of each particle

var getLifeVar ( )
inline

life variance of each particle

local getLifeVar ( )
inline

life variance of each particle

CC_DEPRECATED_ATTRIBUTE bool
getOpacityModifyRGB
( ) const
inline
var getOpacityModifyRGB ( )
inline
local getOpacityModifyRGB ( )
inline
unsigned int getParticleCount ( ) const
inline

Quantity of particles that are being simulated at the moment.

var getParticleCount ( )
inline

Quantity of particles that are being simulated at the moment.

local getParticleCount ( )
inline

Quantity of particles that are being simulated at the moment.

PositionType getPositionType ( ) const
inline

particles movement type: Free or Grouped

Since
v0.8
var getPositionType ( )
inline

particles movement type: Free or Grouped

Since
v0.8
local getPositionType ( )
inline

particles movement type: Free or Grouped

Since
v0.8
const Vec2& getPosVar ( ) const
inline

Position variance of the emitter.

var getPosVar ( )
inline

Position variance of the emitter.

local getPosVar ( )
inline

Position variance of the emitter.

virtual float getRadialAccel ( ) const
virtual
var getRadialAccel ( )
virtual
local getRadialAccel ( )
virtual
virtual float getRadialAccelVar ( ) const
virtual
var getRadialAccelVar ( )
virtual
local getRadialAccelVar ( )
virtual
virtual float getRotatePerSecond ( ) const
virtual
var getRotatePerSecond ( )
virtual
local getRotatePerSecond ( )
virtual
virtual float getRotatePerSecondVar ( ) const
virtual
var getRotatePerSecondVar ( )
virtual
local getRotatePerSecondVar ( )
virtual
virtual bool getRotationIsDir ( ) const
virtual
var getRotationIsDir ( )
virtual
local getRotationIsDir ( )
virtual
const Vec2& getSourcePosition ( ) const
inline

sourcePosition of the emitter

var getSourcePosition ( )
inline

sourcePosition of the emitter

local getSourcePosition ( )
inline

sourcePosition of the emitter

virtual float getSpeed ( ) const
virtual
var getSpeed ( )
virtual
local getSpeed ( )
virtual
virtual float getSpeedVar ( ) const
virtual
var getSpeedVar ( )
virtual
local getSpeedVar ( )
virtual
const Color4F& getStartColor ( ) const
inline

start color of each particle

var getStartColor ( )
inline

start color of each particle

local getStartColor ( )
inline

start color of each particle

const Color4F& getStartColorVar ( ) const
inline

start color variance of each particle

var getStartColorVar ( )
inline

start color variance of each particle

local getStartColorVar ( )
inline

start color variance of each particle

virtual float getStartRadius ( ) const
virtual
var getStartRadius ( )
virtual
local getStartRadius ( )
virtual
virtual float getStartRadiusVar ( ) const
virtual
var getStartRadiusVar ( )
virtual
local getStartRadiusVar ( )
virtual
float getStartSize ( ) const
inline

start size in pixels of each particle

var getStartSize ( )
inline

start size in pixels of each particle

local getStartSize ( )
inline

start size in pixels of each particle

float getStartSizeVar ( ) const
inline

size variance in pixels of each particle

var getStartSizeVar ( )
inline

size variance in pixels of each particle

local getStartSizeVar ( )
inline

size variance in pixels of each particle

float getStartSpin ( ) const
inline
var getStartSpin ( )
inline
local getStartSpin ( )
inline
float getStartSpinVar ( ) const
inline
var getStartSpinVar ( )
inline
local getStartSpinVar ( )
inline
virtual float getTangentialAccel ( ) const
virtual
var getTangentialAccel ( )
virtual
local getTangentialAccel ( )
virtual
virtual float getTangentialAccelVar ( ) const
virtual
var getTangentialAccelVar ( )
virtual
local getTangentialAccelVar ( )
virtual
virtual Texture2D* getTexture ( ) const
overridevirtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements TextureProtocol.

var getTexture ( )
overridevirtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements TextureProtocol.

local getTexture ( )
overridevirtual

Returns the currently used texture.

Returns
The texture that is currenlty being used.

Implements TextureProtocol.

virtual int getTotalParticles ( ) const
virtual

maximum particles of the system

var getTotalParticles ( )
virtual

maximum particles of the system

local getTotalParticles ( )
virtual

maximum particles of the system

bool init ( )
virtual

initializes a ParticleSystem

Reimplemented from Node.

var init ( )
virtual

initializes a ParticleSystem

Reimplemented from Node.

local init ( )
virtual

initializes a ParticleSystem

Reimplemented from Node.

void initParticle ( tParticle particle)

Initializes a particle.

var initParticle ( var  particle)

Initializes a particle.

local initParticle ( local  particle)

Initializes a particle.

bool initWithDictionary ( ValueMap dictionary)

initializes a QuadParticleSystem from a Dictionary.

Since
v0.99.3
var initWithDictionary ( var  dictionary)

initializes a QuadParticleSystem from a Dictionary.

Since
v0.99.3
local initWithDictionary ( local  dictionary)

initializes a QuadParticleSystem from a Dictionary.

Since
v0.99.3
bool initWithDictionary ( ValueMap dictionary,
const std::string &  dirname 
)

initializes a particle system from a NSDictionary and the path from where to load the png

Since
v2.1
var initWithDictionary ( var  dictionary,
var  dirname 
)

initializes a particle system from a NSDictionary and the path from where to load the png

Since
v2.1
local initWithDictionary ( local  dictionary,
local  dirname 
)

initializes a particle system from a NSDictionary and the path from where to load the png

Since
v2.1
bool initWithFile ( const std::string &  plistFile)

initializes a ParticleSystem from a plist file.

This plist files can be created manually or with Particle Designer: http://particledesigner.71squared.com/

Since
v0.99.3
var initWithFile ( var  plistFile)

initializes a ParticleSystem from a plist file.

This plist files can be created manually or with Particle Designer: http://particledesigner.71squared.com/

Since
v0.99.3
local initWithFile ( local  plistFile)

initializes a ParticleSystem from a plist file.

This plist files can be created manually or with Particle Designer: http://particledesigner.71squared.com/

Since
v0.99.3
virtual bool initWithTotalParticles ( int  numberOfParticles)
virtual
var initWithTotalParticles ( var  numberOfParticles)
virtual
local initWithTotalParticles ( local  numberOfParticles)
virtual
virtual bool isActive ( ) const
virtual
var isActive ( )
virtual
local isActive ( )
virtual
virtual bool isAutoRemoveOnFinish ( ) const
virtual
var isAutoRemoveOnFinish ( )
virtual
local isAutoRemoveOnFinish ( )
virtual
virtual bool isBlendAdditive ( ) const
virtual
var isBlendAdditive ( )
virtual
local isBlendAdditive ( )
virtual
bool isFull ( )

whether or not the system is full

var isFull ( )

whether or not the system is full

local isFull ( )

whether or not the system is full

bool isOpacityModifyRGB ( void  ) const
inlinevirtual

Reimplemented from Node.

var isOpacityModifyRGB (   )
inlinevirtual

Reimplemented from Node.

local isOpacityModifyRGB (   )
inlinevirtual

Reimplemented from Node.

virtual void onEnter ( )
overridevirtual

Event callback that is invoked every time when Node enters the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().

Reimplemented from Node.

var onEnter ( )
overridevirtual

Event callback that is invoked every time when Node enters the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().

Reimplemented from Node.

local onEnter ( )
overridevirtual

Event callback that is invoked every time when Node enters the 'stage'.

If the Node enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().

Reimplemented from Node.

virtual void onExit ( )
overridevirtual

Event callback that is invoked every time the Node leaves the 'stage'.

If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().

Reimplemented from Node.

var onExit ( )
overridevirtual

Event callback that is invoked every time the Node leaves the 'stage'.

If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().

Reimplemented from Node.

local onExit ( )
overridevirtual

Event callback that is invoked every time the Node leaves the 'stage'.

If the Node leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().

Reimplemented from Node.

virtual void postStep ( )
virtual

should be overridden by subclasses

Reimplemented in ParticleSystemQuad.

var postStep ( )
virtual

should be overridden by subclasses

Reimplemented in ParticleSystemQuad.

local postStep ( )
virtual

should be overridden by subclasses

Reimplemented in ParticleSystemQuad.

void resetSystem ( )

Kill all living particles.

var resetSystem ( )

Kill all living particles.

local resetSystem ( )

Kill all living particles.

void setAngle ( float  angle)
inline
var setAngle ( var  angle)
inline
local setAngle ( local  angle)
inline
void setAngleVar ( float  angleVar)
inline
var setAngleVar ( var  angleVar)
inline
local setAngleVar ( local  angleVar)
inline
void setAtlasIndex ( int  index)
inline
var setAtlasIndex ( var  index)
inline
local setAtlasIndex ( local  index)
inline
virtual void setAutoRemoveOnFinish ( bool  var)
virtual
var setAutoRemoveOnFinish ( var  var)
virtual
local setAutoRemoveOnFinish ( local  var)
virtual
virtual void setBatchNode ( ParticleBatchNode batchNode)
virtual

Reimplemented in ParticleSystemQuad.

var setBatchNode ( var  batchNode)
virtual

Reimplemented in ParticleSystemQuad.

local setBatchNode ( local  batchNode)
virtual

Reimplemented in ParticleSystemQuad.

virtual void setBlendAdditive ( bool  value)
virtual
var setBlendAdditive ( var  value)
virtual
local setBlendAdditive ( local  value)
virtual
virtual void setBlendFunc ( const BlendFunc blendFunc)
overridevirtual
*When this function bound into js or lua,the parameter will be changed
*In js: var setBlendFunc(var src, var dst)
*In lua: local setBlendFunc(local src, local dst)

Implements BlendProtocol.

var setBlendFunc ( var  blendFunc)
overridevirtual
*When this function bound into js or lua,the parameter will be changed
*In js: var setBlendFunc(var src, var dst)
*In lua: local setBlendFunc(local src, local dst)

Implements BlendProtocol.

local setBlendFunc ( local  blendFunc)
overridevirtual
*When this function bound into js or lua,the parameter will be changed
*In js: var setBlendFunc(var src, var dst)
*In lua: local setBlendFunc(local src, local dst)

Implements BlendProtocol.

void setDuration ( float  duration)
inline
var setDuration ( var  duration)
inline
local setDuration ( local  duration)
inline
void setEmissionRate ( float  rate)
inline
var setEmissionRate ( var  rate)
inline
local setEmissionRate ( local  rate)
inline
void setEmitterMode ( Mode  mode)
inline
var setEmitterMode ( var  mode)
inline
local setEmitterMode ( local  mode)
inline
void setEndColor ( const Color4F color)
inline
var setEndColor ( var  color)
inline
local setEndColor ( local  color)
inline
void setEndColorVar ( const Color4F color)
inline
var setEndColorVar ( var  color)
inline
local setEndColorVar ( local  color)
inline
virtual void setEndRadius ( float  endRadius)
virtual
var setEndRadius ( var  endRadius)
virtual
local setEndRadius ( local  endRadius)
virtual
virtual void setEndRadiusVar ( float  endRadiusVar)
virtual
var setEndRadiusVar ( var  endRadiusVar)
virtual
local setEndRadiusVar ( local  endRadiusVar)
virtual
void setEndSize ( float  endSize)
inline
var setEndSize ( var  endSize)
inline
local setEndSize ( local  endSize)
inline
void setEndSizeVar ( float  sizeVar)
inline
var setEndSizeVar ( var  sizeVar)
inline
local setEndSizeVar ( local  sizeVar)
inline
void setEndSpin ( float  endSpin)
inline
var setEndSpin ( var  endSpin)
inline
local setEndSpin ( local  endSpin)
inline
void setEndSpinVar ( float  endSpinVar)
inline
var setEndSpinVar ( var  endSpinVar)
inline
local setEndSpinVar ( local  endSpinVar)
inline
virtual void setGravity ( const Vec2 g)
virtual
var setGravity ( var  g)
virtual
local setGravity ( local  g)
virtual
void setLife ( float  life)
inline
var setLife ( var  life)
inline
local setLife ( local  life)
inline
void setLifeVar ( float  lifeVar)
inline
var setLifeVar ( var  lifeVar)
inline
local setLifeVar ( local  lifeVar)
inline
void setOpacityModifyRGB ( bool  opacityModifyRGB)
inlinevirtual

does the alpha value modify color

Reimplemented from Node.

var setOpacityModifyRGB ( var  opacityModifyRGB)
inlinevirtual

does the alpha value modify color

Reimplemented from Node.

local setOpacityModifyRGB ( local  opacityModifyRGB)
inlinevirtual

does the alpha value modify color

Reimplemented from Node.

void setPositionType ( PositionType  type)
inline
var setPositionType ( var  type)
inline
local setPositionType ( local  type)
inline
void setPosVar ( const Vec2 pos)
inline
var setPosVar ( var  pos)
inline
local setPosVar ( local  pos)
inline
virtual void setRadialAccel ( float  t)
virtual
var setRadialAccel ( var  t)
virtual
local setRadialAccel ( local  t)
virtual
virtual void setRadialAccelVar ( float  t)
virtual
var setRadialAccelVar ( var  t)
virtual
local setRadialAccelVar ( local  t)
virtual
virtual void setRotatePerSecond ( float  degrees)
virtual
var setRotatePerSecond ( var  degrees)
virtual
local setRotatePerSecond ( local  degrees)
virtual
virtual void setRotatePerSecondVar ( float  degrees)
virtual
var setRotatePerSecondVar ( var  degrees)
virtual
local setRotatePerSecondVar ( local  degrees)
virtual
virtual void setRotation ( float  rotation)
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationThe rotation of the node in degrees.

Reimplemented from Node.

var setRotation ( var  rotation)
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationThe rotation of the node in degrees.

Reimplemented from Node.

local setRotation ( local  rotation)
virtual

Sets the rotation (angle) of the node in degrees.

0 is the default rotation angle. Positive values rotate node clockwise, and negative values for anti-clockwise.

Parameters
rotationThe rotation of the node in degrees.

Reimplemented from Node.

virtual void setRotationIsDir ( bool  t)
virtual
var setRotationIsDir ( var  t)
virtual
local setRotationIsDir ( local  t)
virtual
virtual void setScale ( float  scale)
virtual

Sets the scale (x,y,z) of the node.

It is a scaling factor that multiplies the width, height and depth of the node and its children.

Parameters
scaleThe scale factor for both X and Y axis.

Reimplemented from Node.

var setScale ( var  scale)
virtual

Sets the scale (x,y,z) of the node.

It is a scaling factor that multiplies the width, height and depth of the node and its children.

Parameters
scaleThe scale factor for both X and Y axis.

Reimplemented from Node.

local setScale ( local  scale)
virtual

Sets the scale (x,y,z) of the node.

It is a scaling factor that multiplies the width, height and depth of the node and its children.

Parameters
scaleThe scale factor for both X and Y axis.

Reimplemented from Node.

virtual void setScaleX ( float  scaleX)
virtual

Sets the scale (x) of the node.

It is a scaling factor that multiplies the width of the node and its children.

Parameters
scaleXThe scale factor on X axis.

Reimplemented from Node.

var setScaleX ( var  scaleX)
virtual

Sets the scale (x) of the node.

It is a scaling factor that multiplies the width of the node and its children.

Parameters
scaleXThe scale factor on X axis.

Reimplemented from Node.

local setScaleX ( local  scaleX)
virtual

Sets the scale (x) of the node.

It is a scaling factor that multiplies the width of the node and its children.

Parameters
scaleXThe scale factor on X axis.

Reimplemented from Node.

virtual void setScaleY ( float  scaleY)
virtual

Sets the scale (y) of the node.

It is a scaling factor that multiplies the height of the node and its children.

Parameters
scaleYThe scale factor on Y axis.

Reimplemented from Node.

var setScaleY ( var  scaleY)
virtual

Sets the scale (y) of the node.

It is a scaling factor that multiplies the height of the node and its children.

Parameters
scaleYThe scale factor on Y axis.

Reimplemented from Node.

local setScaleY ( local  scaleY)
virtual

Sets the scale (y) of the node.

It is a scaling factor that multiplies the height of the node and its children.

Parameters
scaleYThe scale factor on Y axis.

Reimplemented from Node.

void setSourcePosition ( const Vec2 pos)
inline
var setSourcePosition ( var  pos)
inline
local setSourcePosition ( local  pos)
inline
virtual void setSpeed ( float  speed)
virtual
var setSpeed ( var  speed)
virtual
local setSpeed ( local  speed)
virtual
virtual void setSpeedVar ( float  speed)
virtual
var setSpeedVar ( var  speed)
virtual
local setSpeedVar ( local  speed)
virtual
void setStartColor ( const Color4F color)
inline
var setStartColor ( var  color)
inline
local setStartColor ( local  color)
inline
void setStartColorVar ( const Color4F color)
inline
var setStartColorVar ( var  color)
inline
local setStartColorVar ( local  color)
inline
virtual void setStartRadius ( float  startRadius)
virtual
var setStartRadius ( var  startRadius)
virtual
local setStartRadius ( local  startRadius)
virtual
virtual void setStartRadiusVar ( float  startRadiusVar)
virtual
var setStartRadiusVar ( var  startRadiusVar)
virtual
local setStartRadiusVar ( local  startRadiusVar)
virtual
void setStartSize ( float  startSize)
inline
var setStartSize ( var  startSize)
inline
local setStartSize ( local  startSize)
inline
void setStartSizeVar ( float  sizeVar)
inline
var setStartSizeVar ( var  sizeVar)
inline
local setStartSizeVar ( local  sizeVar)
inline
void setStartSpin ( float  spin)
inline
var setStartSpin ( var  spin)
inline
local setStartSpin ( local  spin)
inline
void setStartSpinVar ( float  pinVar)
inline
var setStartSpinVar ( var  pinVar)
inline
local setStartSpinVar ( local  pinVar)
inline
virtual void setTangentialAccel ( float  t)
virtual
var setTangentialAccel ( var  t)
virtual
local setTangentialAccel ( local  t)
virtual
virtual void setTangentialAccelVar ( float  t)
virtual
var setTangentialAccelVar ( var  t)
virtual
local setTangentialAccelVar ( local  t)
virtual
virtual void setTexture ( Texture2D texture)
overridevirtual

Sets a new texuture.

It will be retained.

Parameters
textureA valid Texture2D object, which will be applied to this sprite object.

Implements TextureProtocol.

Reimplemented in ParticleSystemQuad.

var setTexture ( var  texture)
overridevirtual

Sets a new texuture.

It will be retained.

Parameters
textureA valid Texture2D object, which will be applied to this sprite object.

Implements TextureProtocol.

Reimplemented in ParticleSystemQuad.

local setTexture ( local  texture)
overridevirtual

Sets a new texuture.

It will be retained.

Parameters
textureA valid Texture2D object, which will be applied to this sprite object.

Implements TextureProtocol.

Reimplemented in ParticleSystemQuad.

virtual void setTotalParticles ( int  totalParticles)
virtual

Reimplemented in ParticleSystemQuad.

var setTotalParticles ( var  totalParticles)
virtual

Reimplemented in ParticleSystemQuad.

local setTotalParticles ( local  totalParticles)
virtual

Reimplemented in ParticleSystemQuad.

void stopSystem ( )

stop emitting particles. Running particles will continue to run until they die

var stopSystem ( )

stop emitting particles. Running particles will continue to run until they die

local stopSystem ( )

stop emitting particles. Running particles will continue to run until they die

virtual void update ( float  dt)
overridevirtual

Reimplemented from Node.

var update ( var  dt)
overridevirtual

Reimplemented from Node.

local update ( local  dt)
overridevirtual

Reimplemented from Node.

virtual void updateBlendFunc ( )
protectedvirtual
var updateBlendFunc ( )
protectedvirtual
local updateBlendFunc ( )
protectedvirtual
virtual void updateQuadWithParticle ( tParticle particle,
const Vec2 newPosition 
)
virtual

should be overridden by subclasses

Reimplemented in ParticleSystemQuad.

var updateQuadWithParticle ( var  particle,
var  newPosition 
)
virtual

should be overridden by subclasses

Reimplemented in ParticleSystemQuad.

local updateQuadWithParticle ( local  particle,
local  newPosition 
)
virtual

should be overridden by subclasses

Reimplemented in ParticleSystemQuad.

virtual void updateWithNoTime ( void  )
virtual
var updateWithNoTime (   )
virtual
local updateWithNoTime (   )
virtual

Member Data Documentation

var __pad0__
local __pad0__
int _allocatedParticles
protected
var _allocatedParticles
protected
local _allocatedParticles
protected
float _angle
protected

angle and angle variation of each particle

var _angle
protected

angle and angle variation of each particle

local _angle
protected

angle and angle variation of each particle

float _angleVar
protected

angle variance of each particle

var _angleVar
protected

angle variance of each particle

local _angleVar
protected

angle variance of each particle

int _atlasIndex
protected
var _atlasIndex
protected
local _atlasIndex
protected
ParticleBatchNode* _batchNode
protected

weak reference to the SpriteBatchNode that renders the Sprite

var _batchNode
protected

weak reference to the SpriteBatchNode that renders the Sprite

local _batchNode
protected

weak reference to the SpriteBatchNode that renders the Sprite

BlendFunc _blendFunc
protected

conforms to CocosNodeTexture protocol

var _blendFunc
protected

conforms to CocosNodeTexture protocol

local _blendFunc
protected

conforms to CocosNodeTexture protocol

std::string _configName
protected
var _configName
protected
local _configName
protected
float _duration
protected

How many seconds the emitter will run.

-1 means 'forever'

var _duration
protected

How many seconds the emitter will run.

-1 means 'forever'

local _duration
protected

How many seconds the emitter will run.

-1 means 'forever'

float _elapsed
protected

time elapsed since the start of the system (in seconds)

var _elapsed
protected

time elapsed since the start of the system (in seconds)

local _elapsed
protected

time elapsed since the start of the system (in seconds)

float _emissionRate
protected

emission rate of the particles

var _emissionRate
protected

emission rate of the particles

local _emissionRate
protected

emission rate of the particles

float _emitCounter
protected

How many particles can be emitted per second.

var _emitCounter
protected

How many particles can be emitted per second.

local _emitCounter
protected

How many particles can be emitted per second.

Mode _emitterMode
protected

Switch between different kind of emitter modes:

  • kParticleModeGravity: uses gravity, speed, radial and tangential acceleration
  • kParticleModeRadius: uses radius movement + rotation
var _emitterMode
protected

Switch between different kind of emitter modes:

  • kParticleModeGravity: uses gravity, speed, radial and tangential acceleration
  • kParticleModeRadius: uses radius movement + rotation
local _emitterMode
protected

Switch between different kind of emitter modes:

  • kParticleModeGravity: uses gravity, speed, radial and tangential acceleration
  • kParticleModeRadius: uses radius movement + rotation
Color4F _endColor
protected

end color and end color variation of each particle

var _endColor
protected

end color and end color variation of each particle

local _endColor
protected

end color and end color variation of each particle

Color4F _endColorVar
protected

end color variance of each particle

var _endColorVar
protected

end color variance of each particle

local _endColorVar
protected

end color variance of each particle

float _endSize
protected

end size in pixels of each particle

var _endSize
protected

end size in pixels of each particle

local _endSize
protected

end size in pixels of each particle

float _endSizeVar
protected

end size variance in pixels of each particle

var _endSizeVar
protected

end size variance in pixels of each particle

local _endSizeVar
protected

end size variance in pixels of each particle

float _endSpin
protected
var _endSpin
protected
local _endSpin
protected
float _endSpinVar
protected
var _endSpinVar
protected
local _endSpinVar
protected
bool _isActive
protected

Is the emitter active.

var _isActive
protected

Is the emitter active.

local _isActive
protected

Is the emitter active.

bool _isAutoRemoveOnFinish
protected

whether or not the node will be auto-removed when it has no particles left.

By default it is false.

Since
v0.8
var _isAutoRemoveOnFinish
protected

whether or not the node will be auto-removed when it has no particles left.

By default it is false.

Since
v0.8
local _isAutoRemoveOnFinish
protected

whether or not the node will be auto-removed when it has no particles left.

By default it is false.

Since
v0.8
bool _isBlendAdditive
protected

whether or not the particles are using blend additive.

If enabled, the following blending function will be used.

source blend function = GL_SRC_ALPHA;
dest blend function = GL_ONE;
var _isBlendAdditive
protected

whether or not the particles are using blend additive.

If enabled, the following blending function will be used.

source blend function = GL_SRC_ALPHA;
dest blend function = GL_ONE;
local _isBlendAdditive
protected

whether or not the particles are using blend additive.

If enabled, the following blending function will be used.

source blend function = GL_SRC_ALPHA;
dest blend function = GL_ONE;
float _life
protected

life, and life variation of each particle

var _life
protected

life, and life variation of each particle

local _life
protected

life, and life variation of each particle

float _lifeVar
protected

life variance of each particle

var _lifeVar
protected

life variance of each particle

local _lifeVar
protected

life variance of each particle

bool _opacityModifyRGB
protected

does the alpha value modify color

var _opacityModifyRGB
protected

does the alpha value modify color

local _opacityModifyRGB
protected

does the alpha value modify color

int _particleCount
protected

Quantity of particles that are being simulated at the moment.

var _particleCount
protected

Quantity of particles that are being simulated at the moment.

local _particleCount
protected

Quantity of particles that are being simulated at the moment.

int _particleIdx
protected

particle idx

var _particleIdx
protected

particle idx

local _particleIdx
protected

particle idx

tParticle* _particles
protected

Array of particles.

var _particles
protected

Array of particles.

local _particles
protected

Array of particles.

std::string _plistFile
protected
var _plistFile
protected
local _plistFile
protected
PositionType _positionType
protected

particles movement type: Free or Grouped

Since
v0.8
var _positionType
protected

particles movement type: Free or Grouped

Since
v0.8
local _positionType
protected

particles movement type: Free or Grouped

Since
v0.8
Vec2 _posVar
protected

Position variance of the emitter.

var _posVar
protected

Position variance of the emitter.

local _posVar
protected

Position variance of the emitter.

Vec2 _sourcePosition
protected

sourcePosition of the emitter

var _sourcePosition
protected

sourcePosition of the emitter

local _sourcePosition
protected

sourcePosition of the emitter

Color4F _startColor
protected

start color of each particle

var _startColor
protected

start color of each particle

local _startColor
protected

start color of each particle

Color4F _startColorVar
protected

start color variance of each particle

var _startColorVar
protected

start color variance of each particle

local _startColorVar
protected

start color variance of each particle

float _startSize
protected

start size in pixels of each particle

var _startSize
protected

start size in pixels of each particle

local _startSize
protected

start size in pixels of each particle

float _startSizeVar
protected

size variance in pixels of each particle

var _startSizeVar
protected

size variance in pixels of each particle

local _startSizeVar
protected

size variance in pixels of each particle

float _startSpin
protected
var _startSpin
protected
local _startSpin
protected
float _startSpinVar
protected
var _startSpinVar
protected
local _startSpinVar
protected
Texture2D* _texture
protected

conforms to CocosNodeTexture protocol

var _texture
protected

conforms to CocosNodeTexture protocol

local _texture
protected

conforms to CocosNodeTexture protocol

int _totalParticles
protected

maximum particles of the system

var _totalParticles
protected

maximum particles of the system

local _totalParticles
protected

maximum particles of the system

bool _transformSystemDirty
protected
var _transformSystemDirty
protected
local _transformSystemDirty
protected
int _yCoordFlipped
protected

does FlippedY variance of each particle

var _yCoordFlipped
protected

does FlippedY variance of each particle

local _yCoordFlipped
protected

does FlippedY variance of each particle

float endRadius

The ending radius of the particles.

Only available in 'Radius' mode.

var endRadius

The ending radius of the particles.

Only available in 'Radius' mode.

local endRadius

The ending radius of the particles.

Only available in 'Radius' mode.

float endRadiusVar

The ending radius variance of the particles.

Only available in 'Radius' mode.

var endRadiusVar

The ending radius variance of the particles.

Only available in 'Radius' mode.

local endRadiusVar

The ending radius variance of the particles.

Only available in 'Radius' mode.

Vec2 gravity

Gravity value.

Only available in 'Gravity' mode.

var gravity

Gravity value.

Only available in 'Gravity' mode.

local gravity

Gravity value.

Only available in 'Gravity' mode.

struct { ... } modeA

Mode A:Gravity + Tangential Accel + Radial Accel.

struct { ... } modeA

Mode A:Gravity + Tangential Accel + Radial Accel.

struct { ... } modeA

Mode A:Gravity + Tangential Accel + Radial Accel.

struct { ... } modeB

Mode B: circular movement (gravity, radial accel and tangential accel don't are not used in this mode)

struct { ... } modeB

Mode B: circular movement (gravity, radial accel and tangential accel don't are not used in this mode)

struct { ... } modeB

Mode B: circular movement (gravity, radial accel and tangential accel don't are not used in this mode)

float radialAccel

radial acceleration of each particle.

Only available in 'Gravity' mode.

var radialAccel

radial acceleration of each particle.

Only available in 'Gravity' mode.

local radialAccel

radial acceleration of each particle.

Only available in 'Gravity' mode.

float radialAccelVar

radial acceleration variance of each particle.

Only available in 'Gravity' mode.

var radialAccelVar

radial acceleration variance of each particle.

Only available in 'Gravity' mode.

local radialAccelVar

radial acceleration variance of each particle.

Only available in 'Gravity' mode.

float rotatePerSecond

Number of degrees to rotate a particle around the source pos per second.

Only available in 'Radius' mode.

var rotatePerSecond

Number of degrees to rotate a particle around the source pos per second.

Only available in 'Radius' mode.

local rotatePerSecond

Number of degrees to rotate a particle around the source pos per second.

Only available in 'Radius' mode.

float rotatePerSecondVar

Variance in degrees for rotatePerSecond.

Only available in 'Radius' mode.

var rotatePerSecondVar

Variance in degrees for rotatePerSecond.

Only available in 'Radius' mode.

local rotatePerSecondVar

Variance in degrees for rotatePerSecond.

Only available in 'Radius' mode.

bool rotationIsDir

set the rotation of each particle to its direction Only available in 'Gravity' mode.

var rotationIsDir

set the rotation of each particle to its direction Only available in 'Gravity' mode.

local rotationIsDir

set the rotation of each particle to its direction Only available in 'Gravity' mode.

float speed

speed of each particle.

Only available in 'Gravity' mode.

var speed

speed of each particle.

Only available in 'Gravity' mode.

local speed

speed of each particle.

Only available in 'Gravity' mode.

float speedVar

speed variance of each particle.

Only available in 'Gravity' mode.

var speedVar

speed variance of each particle.

Only available in 'Gravity' mode.

local speedVar

speed variance of each particle.

Only available in 'Gravity' mode.

float startRadius

The starting radius of the particles.

Only available in 'Radius' mode.

var startRadius

The starting radius of the particles.

Only available in 'Radius' mode.

local startRadius

The starting radius of the particles.

Only available in 'Radius' mode.

float startRadiusVar

The starting radius variance of the particles.

Only available in 'Radius' mode.

var startRadiusVar

The starting radius variance of the particles.

Only available in 'Radius' mode.

local startRadiusVar

The starting radius variance of the particles.

Only available in 'Radius' mode.

float tangentialAccel

tangential acceleration of each particle.

Only available in 'Gravity' mode.

var tangentialAccel

tangential acceleration of each particle.

Only available in 'Gravity' mode.

local tangentialAccel

tangential acceleration of each particle.

Only available in 'Gravity' mode.

float tangentialAccelVar

tangential acceleration variance of each particle.

Only available in 'Gravity' mode.

var tangentialAccelVar

tangential acceleration variance of each particle.

Only available in 'Gravity' mode.

local tangentialAccelVar

tangential acceleration variance of each particle.

Only available in 'Gravity' mode.


The documentation for this class was generated from the following file: