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ParticleSun Member List

This is the complete list of members for ParticleSun, including all inherited members.

__pad0__ParticleSun
_actionManagerNodeprotected
_additionalTransformNodemutableprotected
_allocatedParticlesParticleSystemprotected
_anchorPointNodeprotected
_anchorPointInPointsNodeprotected
_angleParticleSystemprotected
_angleVarParticleSystemprotected
_atlasIndexParticleSystemprotected
_batchNodeParticleSystemprotected
_blendFuncParticleSystemprotected
_buffersVBOParticleSystemQuadprotected
_cameraMaskNodeprotected
_cascadeColorEnabledNodeprotected
_cascadeOpacityEnabledNodeprotected
_childrenNodeprotected
_componentContainerNodeprotected
_configNameParticleSystemprotected
_contentSizeNodeprotected
_contentSizeDirtyNodeprotected
_displayedColorNodeprotected
_displayedOpacityNodeprotected
_durationParticleSystemprotected
_elapsedParticleSystemprotected
_emissionRateParticleSystemprotected
_emitCounterParticleSystemprotected
_emitterModeParticleSystemprotected
_endColorParticleSystemprotected
_endColorVarParticleSystemprotected
_endSizeParticleSystemprotected
_endSizeVarParticleSystemprotected
_endSpinParticleSystemprotected
_endSpinVarParticleSystemprotected
_eventDispatcherNodeprotected
_globalZOrderNodeprotected
_glProgramStateNodeprotected
_hashOfNameNodeprotected
_ignoreAnchorPointForPositionNodeprotected
_indicesParticleSystemQuadprotected
_inverseNodemutableprotected
_inverseDirtyNodemutableprotected
_isActiveParticleSystemprotected
_isAutoRemoveOnFinishParticleSystemprotected
_isBlendAdditiveParticleSystemprotected
_isTransitionFinishedNodeprotected
_lifeParticleSystemprotected
_lifeVarParticleSystemprotected
_localZOrderNodeprotected
_modelViewTransformNodeprotected
_nameNodeprotected
_normalizedPositionNodeprotected
_normalizedPositionDirtyNodeprotected
_onEnterCallbackNodeprotected
_onEnterTransitionDidFinishCallbackNodeprotected
_onExitCallbackNodeprotected
_onExitTransitionDidStartCallbackNodeprotected
_opacityModifyRGBParticleSystemprotected
_orderOfArrivalNodeprotected
_parentNodeprotected
_particleCountParticleSystemprotected
_particleIdxParticleSystemprotected
_particlesParticleSystemprotected
_physicsBodyNodeprotected
_physicsScaleStartXNodeprotected
_physicsScaleStartYNodeprotected
_plistFileParticleSystemprotected
_positionNodeprotected
_positionTypeParticleSystemprotected
_positionZNodeprotected
_posVarParticleSystemprotected
_quadCommandParticleSystemQuadprotected
_quadsParticleSystemQuadprotected
_realColorNodeprotected
_realOpacityNodeprotected
_referenceCountRefprotected
_reorderChildDirtyNodeprotected
_rotationXNodeprotected
_rotationYNodeprotected
_rotationZ_XNodeprotected
_rotationZ_YNodeprotected
_runningNodeprotected
_scaleXNodeprotected
_scaleYNodeprotected
_scaleZNodeprotected
_schedulerNodeprotected
_setLocalZOrder(int z)Nodevirtual
_skewXNodeprotected
_skewYNodeprotected
_sourcePositionParticleSystemprotected
_startColorParticleSystemprotected
_startColorVarParticleSystemprotected
_startSizeParticleSystemprotected
_startSizeVarParticleSystemprotected
_startSpinParticleSystemprotected
_startSpinVarParticleSystemprotected
_tagNodeprotected
_textureParticleSystemprotected
_totalParticlesParticleSystemprotected
_transformNodemutableprotected
_transformDirtyNodemutableprotected
_transformSystemDirtyParticleSystemprotected
_transformUpdatedNodeprotected
_useAdditionalTransformNodeprotected
_userDataNodeprotected
_userObjectNodeprotected
_usingNormalizedPositionNodeprotected
_VAOnameParticleSystemQuadprotected
_visibleNodeprotected
_yCoordFlippedParticleSystemprotected
addChild(Node *child)Nodevirtual
addChild(Node *child, int localZOrder)Nodevirtual
addChild(Node *child, int localZOrder, int tag)Nodevirtual
addChild(Node *child, int localZOrder, const std::string &name)Nodevirtual
addComponent(Component *component)Nodevirtual
addParticle()ParticleSystem
allocMemory()ParticleSystemQuadprotected
autorelease()Ref
boundingBox() const Nodeinlinevirtual
childrenAlloc(void)Nodeprotected
cleanup()Nodevirtual
convertToNodeSpace(const Vec2 &worldPoint) const Node
convertToNodeSpaceAR(const Vec2 &worldPoint) const Node
convertTouchToNodeSpace(Touch *touch) const Node
convertTouchToNodeSpaceAR(Touch *touch) const Node
convertToWindowSpace(const Vec2 &nodePoint) const Nodeprotected
convertToWorldSpace(const Vec2 &nodePoint) const Node
convertToWorldSpaceAR(const Vec2 &nodePoint) const Node
create()ParticleSunstatic
cocos2d::ParticleSystemQuad::create(const std::string &filename)ParticleSystemQuadstatic
cocos2d::ParticleSystemQuad::create(ValueMap &dictionary)ParticleSystemQuadstatic
createWithTotalParticles(int numberOfParticles)ParticleSunstatic
detachChild(Node *child, ssize_t index, bool doCleanup)Nodeprotected
disableCascadeColor()Nodeprotectedvirtual
disableCascadeOpacity()Nodeprotectedvirtual
doEnumerate(std::string name, std::function< bool(Node *)> callback) const Nodeprotected
doEnumerateRecursive(const Node *node, const std::string &name, std::function< bool(Node *)> callback) const Nodeprotected
draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) overrideParticleSystemQuadvirtual
cocos2d::ParticleSystem::draw() finalNodevirtual
DURATION_INFINITY enum valueParticleSystem
endRadiusParticleSystem
endRadiusVarParticleSystem
enumerateChildren(const std::string &name, std::function< bool(Node *node)> callback) const Nodevirtual
FLAGS_CONTENT_SIZE_DIRTY enum valueNode
FLAGS_DIRTY_MASK enum valueNode
FLAGS_TRANSFORM_DIRTY enum valueNode
getActionByTag(int tag)Node
getActionManager()Nodeinlinevirtual
getActionManager() const Nodeinlinevirtual
getAnchorPoint() const Nodevirtual
getAnchorPointInPoints() const Nodevirtual
getAngle() const ParticleSysteminline
getAngleVar() const ParticleSysteminline
getAtlasIndex() const ParticleSysteminline
getBatchNode() const ParticleSystemvirtual
getBlendFunc() const overrideParticleSystemvirtual
getBoundingBox() const Nodevirtual
getCameraMask() const Nodeinline
getChildByName(const std::string &name) const Nodevirtual
getChildByName(const std::string &name) const Nodeinline
getChildByTag(int tag) const Nodevirtual
getChildren()Nodeinlinevirtual
getChildren() const Nodeinlinevirtual
getChildrenCount() const Nodevirtual
getColor() const Nodevirtual
getComponent(const std::string &name)Node
getContentSize() const Nodevirtual
getDescription() const overrideParticleSystemQuadvirtual
getDisplayedColor() const Nodevirtual
getDisplayedOpacity() const Nodevirtual
getDuration() const ParticleSysteminline
getEmissionRate() const ParticleSysteminline
getEmitterMode() const ParticleSysteminline
getEndColor() const ParticleSysteminline
getEndColorVar() const ParticleSysteminline
getEndRadius() const ParticleSystemvirtual
getEndRadiusVar() const ParticleSystemvirtual
getEndSize() const ParticleSysteminline
getEndSizeVar() const ParticleSysteminline
getEndSpin() const ParticleSysteminline
getEndSpinVar() const ParticleSysteminline
getEventDispatcher() const Nodeinlinevirtual
getGlobalZOrder() const Nodeinlinevirtual
getGLProgram() const Node
getGLProgramState() const Node
getGLServerState() const Nodeinline
getGravity()ParticleSystemvirtual
getLife() const ParticleSysteminline
getLifeVar() const ParticleSysteminline
getLocalZOrder() const Nodeinlinevirtual
getName() const Nodevirtual
getNodeToParentAffineTransform() const Nodevirtual
getNodeToParentTransform() const Nodevirtual
getNodeToWorldAffineTransform() const Nodevirtual
getNodeToWorldTransform() const Nodevirtual
getNormalizedPosition() const Nodevirtual
getNumberOfRunningActions() const Node
getOnEnterCallback() const Nodeinline
getonEnterTransitionDidFinishCallback() const Nodeinline
getOnExitCallback() const Nodeinline
getonExitTransitionDidStartCallback() const Nodeinline
getOpacity() const Nodevirtual
getOpacityModifyRGB() const ParticleSysteminline
getOrderOfArrival() const Node
getParent()Nodeinlinevirtual
getParent() const Nodeinlinevirtual
getParentToNodeAffineTransform() const Nodevirtual
getParentToNodeTransform() const Nodevirtual
getParticleCount() const ParticleSysteminline
getPhysicsBody() const Node
getPosition() const Nodevirtual
getPosition(float *x, float *y) const Nodevirtual
getPosition3D() const Nodevirtual
getPositionType() const ParticleSysteminline
getPositionX(void) const Nodevirtual
getPositionY(void) const Nodevirtual
getPositionZ() const Nodevirtual
getPosVar() const ParticleSysteminline
getRadialAccel() const ParticleSystemvirtual
getRadialAccelVar() const ParticleSystemvirtual
getReferenceCount() const Ref
getRotatePerSecond() const ParticleSystemvirtual
getRotatePerSecondVar() const ParticleSystemvirtual
getRotation() const Nodevirtual
getRotation3D() const Nodevirtual
getRotationIsDir() const ParticleSystemvirtual
getRotationSkewX() const Nodevirtual
getRotationSkewY() const Nodevirtual
getRotationX() const Nodeinlinevirtual
getRotationY() const Nodeinlinevirtual
getScale() const Nodevirtual
getScaleX() const Nodevirtual
getScaleY() const Nodevirtual
getScaleZ() const Nodevirtual
getScene() const Nodevirtual
getScheduler()Nodeinlinevirtual
getScheduler() const Nodeinlinevirtual
getShaderProgram() const Nodeinline
getSkewX() const Nodevirtual
getSkewY() const Nodevirtual
getSourcePosition() const ParticleSysteminline
getSpeed() const ParticleSystemvirtual
getSpeedVar() const ParticleSystemvirtual
getStartColor() const ParticleSysteminline
getStartColorVar() const ParticleSysteminline
getStartRadius() const ParticleSystemvirtual
getStartRadiusVar() const ParticleSystemvirtual
getStartSize() const ParticleSysteminline
getStartSizeVar() const ParticleSysteminline
getStartSpin() const ParticleSysteminline
getStartSpinVar() const ParticleSysteminline
getTag() const Nodevirtual
getTangentialAccel() const ParticleSystemvirtual
getTangentialAccelVar() const ParticleSystemvirtual
getTexture() const overrideParticleSystemvirtual
getTotalParticles() const ParticleSystemvirtual
getUserData()Nodeinlinevirtual
getUserData() const Nodeinlinevirtual
getUserObject()Nodeinlinevirtual
getUserObject() const Nodeinlinevirtual
getVertexZ() const Nodeinlinevirtual
getWorldToNodeAffineTransform() const Nodevirtual
getWorldToNodeTransform() const Nodevirtual
getZOrder() const Nodeinlinevirtual
gravityParticleSystem
ignoreAnchorPointForPosition(bool ignore)Nodevirtual
init()ParticleSystemvirtual
initIndices()ParticleSystemQuadprotected
initParticle(tParticle *particle)ParticleSystem
initTexCoordsWithRect(const Rect &rect)ParticleSystemQuadprotected
initWithDictionary(ValueMap &dictionary)ParticleSystem
initWithDictionary(ValueMap &dictionary, const std::string &dirname)ParticleSystem
initWithFile(const std::string &plistFile)ParticleSystem
initWithTotalParticles(int numberOfParticles)ParticleSunvirtual
insertChild(Node *child, int z)Nodeprotected
INVALID_TAGNodestatic
isActive() const ParticleSystemvirtual
isAutoRemoveOnFinish() const ParticleSystemvirtual
isBlendAdditive() const ParticleSystemvirtual
isCascadeColorEnabled() const Nodevirtual
isCascadeOpacityEnabled() const Nodevirtual
isFull()ParticleSystem
isIgnoreAnchorPointForPosition() const Nodevirtual
isOpacityModifyRGB() const ParticleSysteminlinevirtual
isRunning() const Nodevirtual
isScheduled(SEL_SCHEDULE selector)Node
isScheduled(const std::string &key)Node
isVisible() const Nodevirtual
isVisitableByVisitingCamera() const Nodeprotected
listenRendererRecreated(EventCustom *event)ParticleSystemQuad
Mode enum nameParticleSystem
modeAParticleSystemprotected
modeBParticleSystemprotected
nodeToParentTransform() const Nodeinlinevirtual
nodeToWorldTransform() const Nodeinlinevirtual
numberOfRunningActions() const Nodeinline
onEnter() overrideParticleSystemvirtual
onEnterTransitionDidFinish()Nodevirtual
onExit() overrideParticleSystemvirtual
onExitTransitionDidStart()Nodevirtual
parentToNodeTransform() const Nodeinlinevirtual
pause(void)Nodevirtual
pauseSchedulerAndActions()Node
PositionType enum nameParticleSystem
postStep() overrideParticleSystemQuadvirtual
processParentFlags(const Mat4 &parentTransform, uint32_t parentFlags)Nodeprotected
radialAccelParticleSystem
radialAccelVarParticleSystem
Ref()Refprotected
release()Ref
removeAllChildren()Nodevirtual
removeAllChildrenWithCleanup(bool cleanup)Nodevirtual
removeAllComponents()Nodevirtual
removeChild(Node *child, bool cleanup=true)Nodevirtual
removeChildByName(const std::string &name, bool cleanup=true)Nodevirtual
removeChildByTag(int tag, bool cleanup=true)Nodevirtual
removeComponent(const std::string &name)Nodevirtual
removeComponent(Component *component)Nodevirtual
removeFromParent()Nodevirtual
removeFromParentAndCleanup(bool cleanup)Nodevirtual
removeFromPhysicsWorld()Node
reorderChild(Node *child, int localZOrder)Nodevirtual
resetSystem()ParticleSystem
resume(void)Nodevirtual
resumeSchedulerAndActions()Node
retain()Ref
rotatePerSecondParticleSystem
rotatePerSecondVarParticleSystem
rotationIsDirParticleSystem
runAction(Action *action)Node
s_globalOrderOfArrivalNodeprotectedstatic
schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)Node
schedule(SEL_SCHEDULE selector, float interval)Node
schedule(SEL_SCHEDULE selector)Node
schedule(const std::function< void(float)> &callback, const std::string &key)Node
schedule(const std::function< void(float)> &callback, float interval, const std::string &key)Node
schedule(const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)Node
scheduleOnce(SEL_SCHEDULE selector, float delay)Node
scheduleOnce(const std::function< void(float)> &callback, float delay, const std::string &key)Node
scheduleUpdate(void)Node
scheduleUpdateWithPriority(int priority)Node
scheduleUpdateWithPriorityLua(int handler, int priority)Node
setActionManager(ActionManager *actionManager)Nodevirtual
setAdditionalTransform(Mat4 *additionalTransform)Node
setAdditionalTransform(const AffineTransform &additionalTransform)Node
setAnchorPoint(const Vec2 &anchorPoint)Nodevirtual
setAngle(float angle)ParticleSysteminline
setAngleVar(float angleVar)ParticleSysteminline
setAtlasIndex(int index)ParticleSysteminline
setAutoRemoveOnFinish(bool var)ParticleSystemvirtual
setBatchNode(ParticleBatchNode *batchNode) overrideParticleSystemQuadvirtual
setBlendAdditive(bool value)ParticleSystemvirtual
setBlendFunc(const BlendFunc &blendFunc) overrideParticleSystemvirtual
setCameraMask(unsigned short mask, bool applyChildren=true)Node
setCascadeColorEnabled(bool cascadeColorEnabled)Nodevirtual
setCascadeOpacityEnabled(bool cascadeOpacityEnabled)Nodevirtual
setColor(const Color3B &color)Nodevirtual
setContentSize(const Size &contentSize)Nodevirtual
setDisplayFrame(SpriteFrame *spriteFrame)ParticleSystemQuad
setDuration(float duration)ParticleSysteminline
setEmissionRate(float rate)ParticleSysteminline
setEmitterMode(Mode mode)ParticleSysteminline
setEndColor(const Color4F &color)ParticleSysteminline
setEndColorVar(const Color4F &color)ParticleSysteminline
setEndRadius(float endRadius)ParticleSystemvirtual
setEndRadiusVar(float endRadiusVar)ParticleSystemvirtual
setEndSize(float endSize)ParticleSysteminline
setEndSizeVar(float sizeVar)ParticleSysteminline
setEndSpin(float endSpin)ParticleSysteminline
setEndSpinVar(float endSpinVar)ParticleSysteminline
setEventDispatcher(EventDispatcher *dispatcher)Nodevirtual
setGlobalZOrder(float globalZOrder)Nodevirtual
setGLProgram(GLProgram *glprogram)Nodevirtual
setGLProgramState(GLProgramState *glProgramState)Nodevirtual
setGLServerState(int serverState)Nodeinline
setGravity(const Vec2 &g)ParticleSystemvirtual
setLife(float life)ParticleSysteminline
setLifeVar(float lifeVar)ParticleSysteminline
setLocalZOrder(int localZOrder)Nodevirtual
setName(const std::string &name)Nodevirtual
setNodeToParentTransform(const Mat4 &transform)Nodevirtual
setNormalizedPosition(const Vec2 &position)Nodevirtual
setOnEnterCallback(const std::function< void()> &callback)Nodeinline
setonEnterTransitionDidFinishCallback(const std::function< void()> &callback)Nodeinline
setOnExitCallback(const std::function< void()> &callback)Nodeinline
setonExitTransitionDidStartCallback(const std::function< void()> &callback)Nodeinline
setOpacity(GLubyte opacity)Nodevirtual
setOpacityModifyRGB(bool opacityModifyRGB)ParticleSysteminlinevirtual
setOrderOfArrival(int orderOfArrival)Node
setParent(Node *parent)Nodevirtual
setPhysicsBody(PhysicsBody *body)Node
setPosition(const Vec2 &position)Nodevirtual
setPosition(float x, float y)Nodevirtual
setPosition3D(const Vec3 &position)Nodevirtual
setPositionType(PositionType type)ParticleSysteminline
setPositionX(float x)Nodevirtual
setPositionY(float y)Nodevirtual
setPositionZ(float positionZ)Nodevirtual
setPosVar(const Vec2 &pos)ParticleSysteminline
setRadialAccel(float t)ParticleSystemvirtual
setRadialAccelVar(float t)ParticleSystemvirtual
setRotatePerSecond(float degrees)ParticleSystemvirtual
setRotatePerSecondVar(float degrees)ParticleSystemvirtual
setRotation(float newRotation)ParticleSystemvirtual
setRotation3D(const Vec3 &rotation)Nodevirtual
setRotationIsDir(bool t)ParticleSystemvirtual
setRotationSkewX(float rotationX)Nodevirtual
setRotationSkewY(float rotationY)Nodevirtual
setRotationX(float rotationX)Nodeinlinevirtual
setRotationY(float rotationY)Nodeinlinevirtual
setScale(float s)ParticleSystemvirtual
cocos2d::Node::setScale(float scaleX, float scaleY)Nodevirtual
setScaleX(float newScaleX)ParticleSystemvirtual
setScaleY(float newScaleY)ParticleSystemvirtual
setScaleZ(float scaleZ)Nodevirtual
setScheduler(Scheduler *scheduler)Nodevirtual
setShaderProgram(GLProgram *glprogram)Nodeinline
setSkewX(float skewX)Nodevirtual
setSkewY(float skewY)Nodevirtual
setSourcePosition(const Vec2 &pos)ParticleSysteminline
setSpeed(float speed)ParticleSystemvirtual
setSpeedVar(float speed)ParticleSystemvirtual
setStartColor(const Color4F &color)ParticleSysteminline
setStartColorVar(const Color4F &color)ParticleSysteminline
setStartRadius(float startRadius)ParticleSystemvirtual
setStartRadiusVar(float startRadiusVar)ParticleSystemvirtual
setStartSize(float startSize)ParticleSysteminline
setStartSizeVar(float sizeVar)ParticleSysteminline
setStartSpin(float spin)ParticleSysteminline
setStartSpinVar(float pinVar)ParticleSysteminline
setTag(int tag)Nodevirtual
setTangentialAccel(float t)ParticleSystemvirtual
setTangentialAccelVar(float t)ParticleSystemvirtual
setTexture(Texture2D *texture) overrideParticleSystemQuadvirtual
setTextureWithRect(Texture2D *texture, const Rect &rect)ParticleSystemQuad
setTotalParticles(int tp) overrideParticleSystemQuadvirtual
setupVBO()ParticleSystemQuadprotected
setupVBOandVAO()ParticleSystemQuadprotected
setUserData(void *userData)Nodevirtual
setUserObject(Ref *userObject)Nodevirtual
setVertexZ(float vertexZ)Nodeinlinevirtual
setVisible(bool visible)Nodevirtual
setZOrder(int localZOrder)Nodeinlinevirtual
sortAllChildren()Nodevirtual
speedParticleSystem
speedVarParticleSystem
START_RADIUS_EQUAL_TO_END_RADIUS enum valueParticleSystem
START_SIZE_EQUAL_TO_END_SIZE enum valueParticleSystem
startRadiusParticleSystem
startRadiusVarParticleSystem
stopAction(Action *action)Node
stopActionByTag(int tag)Node
stopAllActions()Node
stopAllActionsByTag(int tag)Node
stopSystem()ParticleSystem
tangentialAccelParticleSystem
tangentialAccelVarParticleSystem
transform(const Mat4 &parentTransform)Nodeprotected
unschedule(SEL_SCHEDULE selector)Node
unschedule(const std::string &key)Node
unscheduleAllCallbacks()Node
unscheduleAllSelectors()Nodeinline
unscheduleUpdate(void)Node
update(float dt) overrideParticleSystemvirtual
updateBlendFunc()ParticleSystemprotectedvirtual
updateCascadeColor()Nodeprotectedvirtual
updateCascadeOpacity()Nodeprotectedvirtual
updateColor()Nodeinlineprotectedvirtual
updateDisplayedColor(const Color3B &parentColor)Nodevirtual
updateDisplayedOpacity(GLubyte parentOpacity)Nodevirtual
updatePhysicsBodyPosition(Scene *layer)Nodeprotectedvirtual
updatePhysicsBodyRotation(Scene *layer)Nodeprotectedvirtual
updatePhysicsBodyScale(Scene *scene)Nodeprotectedvirtual
updatePhysicsBodyTransform(Scene *layer)Nodeprotected
updateQuadWithParticle(tParticle *particle, const Vec2 &newPosition) overrideParticleSystemQuadvirtual
updateTexCoords()ParticleSystemQuadprotected
updateTransform()Nodevirtual
updateWithNoTime(void)ParticleSystemvirtual
visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)Nodevirtual
visit() finalNodevirtual
worldToNodeTransform() const Nodeinlinevirtual
~BlendProtocol()BlendProtocolinlinevirtual
~Node()Nodevirtual
~ParticleSystem()ParticleSystemvirtual
~ParticleSystemQuad()ParticleSystemQuadvirtual
~Ref()Refvirtual
~TextureProtocol()TextureProtocolinlinevirtual