Cocos Creator API

1.5.x

Cocos Creator is the game engine for the future.

ParticleSystem

Module: cc

Particle System base class.
Attributes of a Particle System:

  • emmision 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 guarateed 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 ParticleSystem)
  • 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:

examples:

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

Properties

preview Boolean

Play particle in edit mode.

custom Boolean

If set custom to true, then use custom properties insteadof read particle file.

file string

The plist file.

texture Texture2D

.

particleCount Number

Current quantity of particles that are being simulated.

srcBlendFactor BlendFactor

Specify the source Blend Factor.

dstBlendFactor BlendFactor

Specify the destination Blend Factor.

playOnLoad Boolean

If set to true, the particle system will automatically start playing on onLoad.

autoRemoveOnFinish Boolean

Indicate whether the owner node will be auto-removed when it has no particles left.

active Boolean readOnly

Indicate whether the particle system is activated.

totalParticles Number

Maximum particles of the system.

duration Number

How many seconds the emitter wil run. -1 means 'forever'.

emissionRate Number

Emission rate of the particles.

life Number

Life of each particle setter.

lifeVar Number

Variation of life.

startColor Color

Start color of each particle.

startColorVar Color

Variation of the start color.

endColor Color

Ending color of each particle.

endColorVar Color

Variation of the end color.

angle Number

Angle of each particle setter.

angleVar Number

Variation of angle of each particle setter.

startSize Number

Start size in pixels of each particle.

startSizeVar Number

Variation of start size in pixels.

endSize Number

End size in pixels of each particle.

endSizeVar Number

Variation of end size in pixels.

startSpin Number

Start angle of each particle.

startSpinVar Number

Variation of start angle.

endSpin Number

End angle of each particle.

endSpinVar Number

Variation of end angle.

sourcePos Vec2

Source position of the emitter.

posVar Vec2

Variation of source position.

positionType ParticleSystem.PositionType

Particles movement type.

emitterMode ParticleSystem.EmitterMode

Particles emitter modes.

gravity Vec2

Gravity of the emitter.

speed Number

Speed of the emitter.

speedVar Number

Variation of the speed.

tangentialAccel Number

Tangential acceleration of each particle. Only available in 'Gravity' mode.

tangentialAccelVar Number

Variation of the tangential acceleration.

radialAccel Number

Acceleration of each particle. Only available in 'Gravity' mode.

radialAccelVar Number

Variation of the radial acceleration.

rotationIsDir Boolean

Indicate whether the rotation of each particle equals to its direction. Only available in 'Gravity' mode.

startRadius Number

Starting radius of the particles. Only available in 'Radius' mode.

startRadiusVar Number

Variation of the starting radius.

endRadius Number

Ending radius of the particles. Only available in 'Radius' mode.

endRadiusVar Number

Variation of the ending radius.

rotatePerS Number

Number of degress to rotate a particle around the source pos per second. Only available in 'Radius' mode.

rotatePerSVar Number

Variation of the degress to rotate a particle around the source pos per second.

DURATION_INFINITY Number readOnly static

The Particle emitter lives forever.

START_SIZE_EQUAL_TO_END_SIZE Number readOnly static

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

START_RADIUS_EQUAL_TO_END_RADIUS Number readOnly static

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

_sgNode _ccsg.Node private

Reference to the instance of _ccsg.Node If it is possible to return null from your overloaded _createSgNode, then you should always check for null before using this property and reimplement __preload.

__eventTargets Array private

Inherited from Component:

Register all related EventTargets, all event callbacks will be removed in _onPreDestroy

node Node

Inherited from Component:

The node this component is attached to. A component is always attached to a node.

examples:

cc.log(comp.node);

uuid String readOnly

Inherited from Component:

The uuid for editor.

examples:

cc.log(comp.uuid);

_enabled Boolean private

Inherited from Component:

enabled Boolean

Inherited from Component:

indicates whether this component is enabled or not.

examples:

comp.enabled = true;
cc.log(comp.enabled);

enabledInHierarchy Boolean readOnly

Inherited from Component:

indicates whether this component is enabled and its node is also active in the hierarchy.

examples:

cc.log(comp.enabledInHierarchy);

_isOnLoadCalled Number readOnly

Inherited from Component:

Returns a value which used to indicate the onLoad get called or not.

examples:

cc.log(this._isOnLoadCalled > 0);

_name String private

_objFlags Number private

name String

The name of the object.

examples:

obj.name = "New Obj";

isValid Boolean readOnly

Indicates whether the object is not yet destroyed.

examples:

cc.log(obj.isValid);

There are no properties that match your current filter settings. You can change your filter settings in the index section on this page. index

Methods

addParticle ( ) Boolean

Add a particle to the emitter.

returns:

type: Boolean

stopSystem ( )

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

examples:

// stop particle system.
myParticleSystem.stopSystem();

resetSystem ( )

Kill all living particles.

examples:

// play particle system.
myParticleSystem.resetSystem();

isFull ( ) Boolean

Whether or not the system is full.

returns:

type: Boolean

setDisplayFrame
(
  • spriteFrame
)

Sets a new CCSpriteFrame as particle.
WARNING: this method is experimental. Use setTextureWithRect instead.

name type description
spriteFrame SpriteFrame

setTextureWithRect
(
  • texture
  • rect
)

Sets a new texture with a rect. The rect is in texture position and size.

name type description
texture Texture2D
rect Rect

_createSgNode ( ) _ccsg.Node private

Create and returns your new scene graph node (SGNode) to add to scene graph. You should call the setContentSize of the SGNode if its size should be the same with the node's.

returns:

type: _ccsg.Node

_initSgNode ( ) private

_removeSgNode ( ) private

update
(
  • dt
)
protected

Inherited from Component:

Update is called every frame, if the Component is enabled.

name type description
dt Number

the delta time in seconds it took to complete the last frame

lateUpdate ( ) protected

Inherited from Component:

LateUpdate is called every frame, if the Component is enabled.

__preload ( ) private

Inherited from Component:

__preload is called before every onLoad. It is used to initialize the builtin components internally, to avoid checking whether onLoad is called before every public method calls. This method should be removed if script priority is supported.

onLoad ( ) protected

Inherited from Component:

When attaching to an active node or its node first activated. onLoad is always called before any start functions, this allows you to order initialization of scripts.

start ( ) protected

Inherited from Component:

Called before all scripts' update if the Component is enabled the first time. Usually used to initialize some logic which need to be called after all components' onload methods called.

onEnable ( ) protected

Inherited from Component:

Called when this component becomes enabled and its node is active.

onDisable ( ) protected

Inherited from Component:

Called when this component becomes disabled or its node becomes inactive.

onDestroy ( ) protected

Inherited from Component:

Called when this component will be destroyed.

onFocusInEditor ( ) protected

Inherited from Component:

onLostFocusInEditor ( ) protected

Inherited from Component:

resetInEditor ( ) protected

Inherited from Component:

Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.

addComponent
(
  • typeOrClassName
)
Component

Inherited from Component:

Adds a component class to the node. You can also add component to node by passing in the name of the script.

name type description
typeOrClassName Function | String

the constructor or the class name of the component to add

returns:

type: Component

the newly added component

examples:

var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");

getComponent
(
  • typeOrClassName
)
Component

Inherited from Component:

Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.

name type description
typeOrClassName Function | String

returns:

type: Component

examples:

// get sprite component.
var sprite = node.getComponent(cc.Sprite);
// get custom test calss.
var test = node.getComponent("Test");

getComponents
(
  • typeOrClassName
)
Component[]

Inherited from Component:

Returns all components of supplied Type in the node.

name type description
typeOrClassName Function | String

returns:

type: Component[]

examples:

var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");

getComponentInChildren
(
  • typeOrClassName
)
Component

Inherited from Component:

Returns the component of supplied type in any of its children using depth first search.

name type description
typeOrClassName Function | String

returns:

type: Component

examples:

var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");

getComponentsInChildren
(
  • typeOrClassName
)
Component[]

Inherited from Component:

Returns the components of supplied type in self or any of its children using depth first search.

name type description
typeOrClassName Function | String

returns:

type: Component[]

examples:

var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");

_getLocalBounds
(
  • out_rect
)

Inherited from Component:

If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

name type description
out_rect Rect

the Rect to receive the bounding box

onRestore ( )

Inherited from Component:

onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.

If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.

The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.

Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.

This function is only called in editor mode.

schedule
(
  • callback
  • [interval =0]
  • [repeat =cc.macro.REPEAT_FOREVER]
  • [delay =0]
)

Inherited from Component:

Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

name type description
callback function

The callback function

interval optional Number 0

Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead.

repeat optional Number cc.macro.REPEAT_FOREVER

The selector will be executed (repeat + 1) times, you can use kCCRepeatForever for tick infinitely.

delay optional Number 0

The amount of time that the first tick will wait before execution.

examples:

var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);

scheduleOnce
(
  • callback
  • [delay =0]
)

Inherited from Component:

Schedules a callback function that runs only once, with a delay of 0 or larger.

name type description
callback function

A function wrapped as a selector

delay optional Number 0

The amount of time that the first tick will wait before execution.

examples:

var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);

unschedule
(
  • callback_fn
)

Inherited from Component:

Unschedules a custom callback function.

name type description
callback_fn function

A function wrapped as a selector

examples:

this.unschedule(_callback);

unscheduleAllCallbacks ( )

Inherited from Component:

unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.

examples:

this.unscheduleAllCallbacks();

destroy ( ) Boolean

Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
After destroy, this CCObject is not usable any more. You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.

returns:

type: Boolean

whether it is the first time the destroy being called

examples:

obj.destroy();

_destruct ( ) private

Clear all references in the instance.

NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

_onPreDestroy ( ) private

Called before the object being destroyed.

_serialize
(
  • exporting
)
object private

The customized serialization for this object. (Editor Only)

name type description
exporting Boolean

returns:

type: object

the serialized json data object

_deserialize
(
  • data
  • ctx
)
private

Init this object from the custom serialized data.

name type description
data Object

the serialized json data

ctx _Deserializer

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