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ParticleSystem Class Reference

Particle System base class. More...

Inherits Node, TextureProtocol, and PlayableProtocol.

Inherited by ParticleSystemQuad.

Public Types

enum  Mode
 Mode. More...
 
enum  PositionType { , RELATIVE, GROUPED }
 PositionType 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

void resetSystem ()
 Kill all living particles.
 
var resetSystem ()
 Kill all living particles.
 
local resetSystem ()
 Kill all living particles.
 
bool isFull ()
 Whether or not the system is full. More...
 
local isFull ()
 Whether or not the system is full. More...
 
virtual void updateParticleQuads ()
 Update the verts position data of particle, should be overridden by subclasses.
 
local updateParticleQuads ()
 Update the verts position data of particle, should be overridden by subclasses.
 
virtual void postStep ()
 Update the VBO verts buffer which does not use batch node, should be overridden by subclasses. More...
 
virtual void updateWithNoTime ()
 Call the update method with no time. More...
 
local updateWithNoTime ()
 Call the update method with no time. More...
 
virtual bool isAutoRemoveOnFinish () const
 Whether or not the particle system removed self on finish. More...
 
var isAutoRemoveOnFinish ()
 Whether or not the particle system removed self on finish. More...
 
local isAutoRemoveOnFinish ()
 Whether or not the particle system removed self on finish. More...
 
virtual void setAutoRemoveOnFinish (bool var)
 Set the particle system auto removed it self on finish. More...
 
var setAutoRemoveOnFinish ( var var)
 Set the particle system auto removed it self on finish. More...
 
local setAutoRemoveOnFinish ( local var)
 Set the particle system auto removed it self on finish. More...
 
virtual const Vec2getGravity ()
 Gets the gravity. More...
 
local getGravity ()
 Gets the gravity. More...
 
virtual void setGravity (const Vec2 &g)
 Sets the gravity. More...
 
local setGravity ( local g)
 Sets the gravity. More...
 
virtual float getSpeed () const
 Gets the speed. More...
 
virtual void setSpeed (float speed)
 Sets the speed. More...
 
local setSpeed ( local speed)
 Sets the speed. More...
 
virtual float getSpeedVar () const
 Gets the speed variance. More...
 
var getSpeedVar ()
 Gets the speed variance. More...
 
local getSpeedVar ()
 Gets the speed variance. More...
 
virtual void setSpeedVar (float speed)
 Sets the speed variance. More...
 
virtual float getTangentialAccel () const
 Gets the tangential acceleration. More...
 
var getTangentialAccel ()
 Gets the tangential acceleration. More...
 
local getTangentialAccel ()
 Gets the tangential acceleration. More...
 
virtual void setTangentialAccel (float t)
 Sets the tangential acceleration. More...
 
var setTangentialAccel ( var t)
 Sets the tangential acceleration. More...
 
local setTangentialAccel ( local t)
 Sets the tangential acceleration. More...
 
virtual float getTangentialAccelVar () const
 Gets the tangential acceleration variance. More...
 
local getTangentialAccelVar ()
 Gets the tangential acceleration variance. More...
 
virtual void setTangentialAccelVar (float t)
 Sets the tangential acceleration variance. More...
 
var setTangentialAccelVar ( var t)
 Sets the tangential acceleration variance. More...
 
local setTangentialAccelVar ( local t)
 Sets the tangential acceleration variance. More...
 
virtual float getRadialAccel () const
 Gets the radial acceleration. More...
 
var getRadialAccel ()
 Gets the radial acceleration. More...
 
local getRadialAccel ()
 Gets the radial acceleration. More...
 
virtual void setRadialAccel (float t)
 Sets the radial acceleration. More...
 
var setRadialAccel ( var t)
 Sets the radial acceleration. More...
 
local setRadialAccel ( local t)
 Sets the radial acceleration. More...
 
virtual float getRadialAccelVar () const
 Gets the radial acceleration variance. More...
 
var getRadialAccelVar ()
 Gets the radial acceleration variance. More...
 
local getRadialAccelVar ()
 Gets the radial acceleration variance. More...
 
virtual void setRadialAccelVar (float t)
 Sets the radial acceleration variance. More...
 
var setRadialAccelVar ( var t)
 Sets the radial acceleration variance. More...
 
local setRadialAccelVar ( local t)
 Sets the radial acceleration variance. More...
 
virtual bool getRotationIsDir () const
 Whether or not the rotation of each particle to its direction. More...
 
local getRotationIsDir ()
 Whether or not the rotation of each particle to its direction. More...
 
virtual void setRotationIsDir (bool t)
 Sets the rotation of each particle to its direction. More...
 
var setRotationIsDir ( var t)
 Sets the rotation of each particle to its direction. More...
 
local setRotationIsDir ( local t)
 Sets the rotation of each particle to its direction. More...
 
virtual float getStartRadius () const
 Gets the start radius. More...
 
local getStartRadius ()
 Gets the start radius. More...
 
virtual void setStartRadius (float startRadius)
 Sets the start radius. More...
 
virtual float getStartRadiusVar () const
 Gets the start radius variance. More...
 
local getStartRadiusVar ()
 Gets the start radius variance. More...
 
virtual void setStartRadiusVar (float startRadiusVar)
 Sets the start radius variance. More...
 
var setStartRadiusVar ( var startRadiusVar)
 Sets the start radius variance. More...
 
local setStartRadiusVar ( local startRadiusVar)
 Sets the start radius variance. More...
 
virtual float getEndRadius () const
 Gets the end radius. More...
 
var getEndRadius ()
 Gets the end radius. More...
 
local getEndRadius ()
 Gets the end radius. More...
 
virtual void setEndRadius (float endRadius)
 Sets the end radius. More...
 
virtual float getEndRadiusVar () const
 Gets the end radius variance. More...
 
local getEndRadiusVar ()
 Gets the end radius variance. More...
 
virtual void setEndRadiusVar (float endRadiusVar)
 Sets the end radius variance. More...
 
virtual float getRotatePerSecond () const
 Gets the number of degrees to rotate a particle around the source pos per second. More...
 
virtual void setRotatePerSecond (float degrees)
 Sets the number of degrees to rotate a particle around the source pos per second. More...
 
var setRotatePerSecond ( var degrees)
 Sets the number of degrees to rotate a particle around the source pos per second. More...
 
local setRotatePerSecond ( local degrees)
 Sets the number of degrees to rotate a particle around the source pos per second. More...
 
virtual float getRotatePerSecondVar () const
 Gets the rotate per second variance. More...
 
local getRotatePerSecondVar ()
 Gets the rotate per second variance. More...
 
virtual void setRotatePerSecondVar (float degrees)
 Sets the rotate per second variance. More...
 
var setRotatePerSecondVar ( var degrees)
 Sets the rotate per second variance. More...
 
local setRotatePerSecondVar ( local degrees)
 Sets the rotate per second variance. More...
 
virtual void setScale (float s) override
 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) override
 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) override
 Sets the scale (x) of the node. More...
 
var setScaleX ( var 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) override
 Sets the scale (y) of the node. More...
 
local setScaleY ( local newScaleY)
 Sets the scale (y) of the node. More...
 
virtual bool isActive () const
 Whether or not the particle system is active. More...
 
var isActive ()
 Whether or not the particle system is active. More...
 
local isActive ()
 Whether or not the particle system is active. More...
 
virtual bool isBlendAdditive () const
 Whether or not the particle system is blend additive. More...
 
var isBlendAdditive ()
 Whether or not the particle system is blend additive. More...
 
local isBlendAdditive ()
 Whether or not the particle system is blend additive. More...
 
virtual void setBlendAdditive (bool value)
 Sets the particle system blend additive. More...
 
local setBlendAdditive ( local value)
 Sets the particle system blend additive. More...
 
virtual ParticleBatchNodegetBatchNode () const
 Gets the batch node. More...
 
local getBatchNode ()
 Gets the batch node. More...
 
virtual void setBatchNode (ParticleBatchNode *batchNode)
 Sets the batch node. More...
 
int getAtlasIndex () const
 Gets the index of system in batch node array. More...
 
local getAtlasIndex ()
 Gets the index of system in batch node array. More...
 
void setAtlasIndex (int index)
 Sets the index of system in batch node array. More...
 
local setAtlasIndex ( local index)
 Sets the index of system in batch node array. More...
 
unsigned int getParticleCount () const
 Gets the Quantity of particles that are being simulated at the moment. More...
 
float getDuration () const
 Gets how many seconds the emitter will run. More...
 
var getDuration ()
 Gets how many seconds the emitter will run. More...
 
local getDuration ()
 Gets how many seconds the emitter will run. More...
 
void setDuration (float duration)
 Sets how many seconds the emitter will run. More...
 
const Vec2getSourcePosition () const
 Gets the source position of the emitter. More...
 
local getSourcePosition ()
 Gets the source position of the emitter. More...
 
void setSourcePosition (const Vec2 &pos)
 Sets the source position of the emitter. More...
 
local setSourcePosition ( local pos)
 Sets the source position of the emitter. More...
 
const Vec2getPosVar () const
 Gets the position variance of the emitter. More...
 
local getPosVar ()
 Gets the position variance of the emitter. More...
 
void setPosVar (const Vec2 &pos)
 Sets the position variance of the emitter. More...
 
var setPosVar ( var pos)
 Sets the position variance of the emitter. More...
 
local setPosVar ( local pos)
 Sets the position variance of the emitter. More...
 
float getLife () const
 Gets the life of each particle. More...
 
void setLife (float life)
 Sets the life of each particle. More...
 
var setLife ( var life)
 Sets the life of each particle. More...
 
local setLife ( local life)
 Sets the life of each particle. More...
 
float getLifeVar () const
 Gets the life variance of each particle. More...
 
void setLifeVar (float lifeVar)
 Sets the life variance of each particle. More...
 
var setLifeVar ( var lifeVar)
 Sets the life variance of each particle. More...
 
local setLifeVar ( local lifeVar)
 Sets the life variance of each particle. More...
 
float getAngle () const
 Gets the angle of each particle. More...
 
var getAngle ()
 Gets the angle of each particle. More...
 
local getAngle ()
 Gets the angle of each particle. More...
 
void setAngle (float angle)
 Sets the angle of each particle. More...
 
var setAngle ( var angle)
 Sets the angle of each particle. More...
 
local setAngle ( local angle)
 Sets the angle of each particle. More...
 
float getAngleVar () const
 Gets the angle variance of each particle. More...
 
void setAngleVar (float angleVar)
 Sets the angle variance of each particle. More...
 
var setAngleVar ( var angleVar)
 Sets the angle variance of each particle. More...
 
local setAngleVar ( local angleVar)
 Sets the angle variance of each particle. More...
 
Mode getEmitterMode () const
 Switch between different kind of emitter modes: More...
 
local getEmitterMode ()
 Switch between different kind of emitter modes: More...
 
void setEmitterMode (Mode mode)
 Sets the mode of the emitter. More...
 
float getStartSize () const
 Gets the start size in pixels of each particle. More...
 
void setStartSize (float startSize)
 Sets the start size in pixels of each particle. More...
 
var setStartSize ( var startSize)
 Sets the start size in pixels of each particle. More...
 
local setStartSize ( local startSize)
 Sets the start size in pixels of each particle. More...
 
float getStartSizeVar () const
 Gets the start size variance in pixels of each particle. More...
 
local getStartSizeVar ()
 Gets the start size variance in pixels of each particle. More...
 
void setStartSizeVar (float sizeVar)
 Sets the start size variance in pixels of each particle. More...
 
float getEndSize () const
 Gets the end size in pixels of each particle. More...
 
void setEndSize (float endSize)
 Sets the end size in pixels of each particle. More...
 
local setEndSize ( local endSize)
 Sets the end size in pixels of each particle. More...
 
float getEndSizeVar () const
 Gets the end size variance in pixels of each particle. More...
 
void setEndSizeVar (float sizeVar)
 Sets the end size variance in pixels of each particle. More...
 
const Color4FgetStartColor () const
 Gets the start color of each particle. More...
 
void setStartColor (const Color4F &color)
 Sets the start color of each particle. More...
 
var setStartColor ( var color)
 Sets the start color of each particle. More...
 
local setStartColor ( local color)
 Sets the start color of each particle. More...
 
const Color4FgetStartColorVar () const
 Gets the start color variance of each particle. More...
 
local getStartColorVar ()
 Gets the start color variance of each particle. More...
 
void setStartColorVar (const Color4F &color)
 Sets the start color variance of each particle. More...
 
local setStartColorVar ( local color)
 Sets the start color variance of each particle. More...
 
const Color4FgetEndColor () const
 Gets the end color and end color variation of each particle. More...
 
var getEndColor ()
 Gets the end color and end color variation of each particle. More...
 
local getEndColor ()
 Gets the end color and end color variation of each particle. More...
 
void setEndColor (const Color4F &color)
 Sets the end color and end color variation of each particle. More...
 
const Color4FgetEndColorVar () const
 Gets the end color variance of each particle. More...
 
void setEndColorVar (const Color4F &color)
 Sets the end color variance of each particle. More...
 
var setEndColorVar ( var color)
 Sets the end color variance of each particle. More...
 
local setEndColorVar ( local color)
 Sets the end color variance of each particle. More...
 
float getStartSpin () const
 Gets the start spin of each particle. More...
 
void setStartSpin (float spin)
 Sets the start spin of each particle. More...
 
var setStartSpin ( var spin)
 Sets the start spin of each particle. More...
 
local setStartSpin ( local spin)
 Sets the start spin of each particle. More...
 
float getStartSpinVar () const
 Gets the start spin variance of each particle. More...
 
local getStartSpinVar ()
 Gets the start spin variance of each particle. More...
 
void setStartSpinVar (float pinVar)
 Sets the start spin variance of each particle. More...
 
var setStartSpinVar ( var pinVar)
 Sets the start spin variance of each particle. More...
 
local setStartSpinVar ( local pinVar)
 Sets the start spin variance of each particle. More...
 
float getEndSpin () const
 Gets the end spin of each particle. More...
 
void setEndSpin (float endSpin)
 Sets the end spin of each particle. More...
 
var setEndSpin ( var endSpin)
 Sets the end spin of each particle. More...
 
local setEndSpin ( local endSpin)
 Sets the end spin of each particle. More...
 
float getEndSpinVar () const
 Gets the end spin variance of each particle. More...
 
local getEndSpinVar ()
 Gets the end spin variance of each particle. More...
 
void setEndSpinVar (float endSpinVar)
 Sets the end spin variance of each particle. More...
 
var setEndSpinVar ( var endSpinVar)
 Sets the end spin variance of each particle. More...
 
local setEndSpinVar ( local endSpinVar)
 Sets the end spin variance of each particle. More...
 
float getEmissionRate () const
 Gets the emission rate of the particles. More...
 
void setEmissionRate (float rate)
 Sets the emission rate of the particles. More...
 
var setEmissionRate ( var rate)
 Sets the emission rate of the particles. More...
 
local setEmissionRate ( local rate)
 Sets the emission rate of the particles. More...
 
virtual int getTotalParticles () const
 Gets the maximum particles of the system. More...
 
local getTotalParticles ()
 Gets the maximum particles of the system. More...
 
virtual void setTotalParticles (int totalParticles)
 Sets the maximum particles of the system. More...
 
var setTotalParticles ( var totalParticles)
 Sets the maximum particles of the system. More...
 
local setTotalParticles ( local totalParticles)
 Sets the maximum particles of the system. More...
 
void setOpacityModifyRGB (bool opacityModifyRGB) override
 does the alpha value modify color
 
local setOpacityModifyRGB ( local opacityModifyRGB)
 does the alpha value modify color
 
bool isOpacityModifyRGB () const override
 If node opacity will modify the RGB color value, then you should override this method and return true. More...
 
PositionType getPositionType () const
 Gets the particles movement type: Free or Grouped. More...
 
var getPositionType ()
 Gets the particles movement type: Free or Grouped. More...
 
local getPositionType ()
 Gets the particles movement type: Free or Grouped. More...
 
void setPositionType (PositionType type)
 Sets the particles movement type: Free or Grouped. More...
 
var setPositionType ( var type)
 Sets the particles movement type: Free or Grouped. More...
 
local setPositionType ( local type)
 Sets the particles movement type: Free or Grouped. More...
 
virtual void onEnter () override
 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
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More...
 
local update ( local dt)
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live". More...
 
virtual void setBlendFunc (const BlendFunc &blendFunc) override
local setBlendFunc ( local blendFunc)
implement Playable Protocol
virtual void start () override
local start ()
virtual void stop () override
local stop ()
- 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.
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags)
 Override this method to draw your own node. More...
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and draw them recursively. More...
 
var visit ( var renderer, var parentTransform, var parentFlags)
 Visits this node's children and draw them recursively. More...
 
virtual ScenegetScene () const
 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 Rect boundingBox () const
local boundingBox ()
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for scene. More...
 
var setEventDispatcher ( var dispatcher)
 Set event dispatcher for scene. More...
 
local setEventDispatcher ( local dispatcher)
 Set event dispatcher for scene. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher of scene. More...
 
local getEventDispatcher ()
 Get the event dispatcher of scene. More...
 
virtual GLubyte getOpacity () const
 Return the node's opacity. More...
 
local getOpacity ()
 Return the node's opacity. More...
 
virtual GLubyte getDisplayedOpacity () const
 Return the node's display opacity. More...
 
local getDisplayedOpacity ()
 Return the node's display opacity. More...
 
virtual void setOpacity (GLubyte opacity)
 Change node opacity. More...
 
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
 Update the displayed opacity of node with it's parent opacity;. More...
 
virtual bool isCascadeOpacityEnabled () const
 Whether cascadeOpacity is enabled or not. More...
 
var isCascadeOpacityEnabled ()
 Whether cascadeOpacity is enabled or not. More...
 
local isCascadeOpacityEnabled ()
 Whether cascadeOpacity is enabled or not. More...
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
 Change node's cascadeOpacity property. More...
 
local setCascadeOpacityEnabled ( local cascadeOpacityEnabled)
 Change node's cascadeOpacity property. More...
 
virtual const Color3BgetColor () const
 Query node's color value. More...
 
local getColor ()
 Query node's color value. More...
 
virtual const Color3BgetDisplayedColor () const
 Query node's displayed color. More...
 
local getDisplayedColor ()
 Query node's displayed color. More...
 
virtual void setColor (const Color3B &color)
 Change the color of node. More...
 
var setColor ( var color)
 Change the color of node. More...
 
local setColor ( local color)
 Change the color of node. More...
 
virtual void updateDisplayedColor (const Color3B &parentColor)
 Update node's displayed color with its parent color. More...
 
local updateDisplayedColor ( local parentColor)
 Update node's displayed color with its parent color. More...
 
virtual bool isCascadeColorEnabled () const
 Query whether cascadeColor is enabled or not. More...
 
var isCascadeColorEnabled ()
 Query whether cascadeColor is enabled or not. More...
 
local isCascadeColorEnabled ()
 Query whether cascadeColor is enabled or not. More...
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
 If you want node's color affect the children node's color, then set it to true. More...
 
void setOnEnterCallback (const std::function< void()> &callback)
 Set the callback of event onEnter. More...
 
const std::function< void()> & getOnEnterCallback () const
 Get the callback of event onEnter. More...
 
void setOnExitCallback (const std::function< void()> &callback)
 Set the callback of event onExit. More...
 
var setOnExitCallback ( var callback)
 Set the callback of event onExit. More...
 
local setOnExitCallback ( local callback)
 Set the callback of event onExit. More...
 
const std::function< void()> & getOnExitCallback () const
 Get the callback of event onExit. More...
 
local getOnExitCallback ()
 Get the callback of event onExit. More...
 
void setonEnterTransitionDidFinishCallback (const std::function< void()> &callback)
 Set the callback of event EnterTransitionDidFinish. More...
 
var setonEnterTransitionDidFinishCallback ( var callback)
 Set the callback of event EnterTransitionDidFinish. More...
 
local setonEnterTransitionDidFinishCallback ( local callback)
 Set the callback of event EnterTransitionDidFinish. More...
 
const std::function< void()> & getonEnterTransitionDidFinishCallback () const
 Get the callback of event EnterTransitionDidFinish. More...
 
void setonExitTransitionDidStartCallback (const std::function< void()> &callback)
 Set the callback of event ExitTransitionDidStart. More...
 
var setonExitTransitionDidStartCallback ( var callback)
 Set the callback of event ExitTransitionDidStart. More...
 
local setonExitTransitionDidStartCallback ( local callback)
 Set the callback of event ExitTransitionDidStart. More...
 
const std::function< void()> & getonExitTransitionDidStartCallback () const
 Get the callback of event ExitTransitionDidStart. More...
 
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
 
virtual void setCameraMask (unsigned short mask, bool applyChildren=true)
 Modify the camera mask for current node. More...
 
local setCameraMask ( local mask, local true)
 Modify the camera mask for current node. More...
 
virtual void setLocalZOrder (std::int32_t localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual void setZOrder (std::int32_t localZOrder)
virtual void _setLocalZOrder (std::int32_t z)
local _setLocalZOrder ( local z)
void updateOrderOfArrival ()
 !!! ONLY FOR INTERNAL USE Sets the arrival order when this node has a same ZOrder with other children. More...
 
virtual std::int32_t getLocalZOrder () const
 Gets the local Z order of this node. More...
 
virtual std::int32_t getZOrder () const
var getZOrder ()
local getZOrder ()
virtual void setGlobalZOrder (float globalZOrder)
 Defines the order in which the nodes are renderer. More...
 
local setGlobalZOrder ( local globalZOrder)
 Defines the order in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
var getGlobalZOrder ()
 Returns the Node's Global Z Order. More...
 
local getGlobalZOrder ()
 Returns the Node's Global Z Order. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
local getScaleX ()
 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 void setPositionNormalized (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
local setNormalizedPosition ( local position)
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
local getPosition ()
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getPositionNormalized () const
 Returns the normalized position. More...
 
virtual const Vec2getNormalizedPosition () const
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...
 
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
 Gets the x coordinate of the node in its parent's coordinate system. More...
 
virtual void setPositionY (float y)
 Sets the y coordinate of the node in its parent's coordinate system. More...
 
local setPositionY ( local y)
 Sets the y coordinate of the node in its parent's coordinate system. More...
 
virtual float getPositionY (void) const
 Gets the y coordinate of the node in its parent's coordinate system. More...
 
var getPositionY ()
 Gets the y coordinate of the node in its parent's coordinate system. More...
 
local getPositionY ()
 Gets the y coordinate of the node in its parent's coordinate system. More...
 
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...
 
local getPosition3D ()
 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...
 
var setVertexZ ( var positionZ)
 Sets the 'z' coordinate in the position. More...
 
local setPositionZ ( local positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual void setVertexZ (float vertexZ)
var setVertexZ ( var vertexZ)
local setVertexZ ( local vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
virtual float getVertexZ () const
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 Size & getContentSize () const
 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...
 
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...
 
virtual void setRotationQuat (const Quaternion &quat)
 Set rotation by quaternion. More...
 
virtual Quaternion getRotationQuat () const
 Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise. More...
 
local getRotationQuat ()
 Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise. More...
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual 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 float getRotationX () const
var getRotationX ()
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 void setRotationY (float rotationY)
var setRotationY ( var 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...
 
local getRotationSkewY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
void setGLServerState (int)
var setGLServerState ( var int)
int getGLServerState () const
virtual void setIgnoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
local setIgnoreAnchorPointForPosition ( local ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void ignoreAnchorPointForPosition (bool ignore)
local ignoreAnchorPointForPosition ( local ignore)
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual int getTag () const
 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 const std::string & getName () const
 Returns a string that is used to identify the node. More...
 
local getName ()
 Returns a string that is used to identify the node. More...
 
virtual void setName (const std::string &name)
 Changes the name that is used to identify the node easily. More...
 
local setName ( local name)
 Changes the name 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...
 
var getUserObject ()
 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 () const
 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...
 
GLProgramgetShaderProgram () const
var getShaderProgram ()
local getShaderProgram ()
virtual void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
local setGLProgram ( local glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
var setShaderProgram ( var glprogram)
local setShaderProgram ( local glprogram)
GLProgramStategetGLProgramState () const
 Return the GLProgramState currently used for this node. More...
 
var getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
local getGLProgramState ()
 Return the GLProgramState currently used for this node. More...
 
virtual void setGLProgramState (GLProgramState *glProgramState)
 Set the GLProgramState for this node. More...
 
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...
 
var 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...
 
var setActionManager ( var 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
virtual ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
local runAction ( local action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list .
 
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...
 
void stopAllActionsByTag (int tag)
 Removes all actions from the running action list by its tag. More...
 
var stopAllActionsByTag ( var tag)
 Removes all actions from the running action list by its tag. More...
 
local stopAllActionsByTag ( local tag)
 Removes all actions from the running action list by its tag. More...
 
void stopActionsByFlags (unsigned int flags)
 Removes all actions from the running action list by its flags. 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...
 
ssize_t getNumberOfRunningActionsByTag (int tag) const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays) with a specific tag. More...
 
local getNumberOfRunningActionsByTag ( local tag)
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays) with a specific tag. More...
 
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 Scheduler object. More...
 
local getScheduler ()
 Gets a Scheduler object. More...
 
virtual const SchedulergetScheduler () const
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector) const
 Checks whether a selector is scheduled. More...
 
bool isScheduled (const std::string &key) const
 Checks whether a lambda function is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
var scheduleUpdate ()
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
var scheduleUpdateWithPriority ( var 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 scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key)
 Schedules a lambda function 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 schedule (const std::function< void(float)> &callback, const std::string &key)
 Schedules a lambda function. More...
 
var schedule ( var callback, var key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)
 Schedules a lambda function. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unschedule (const std::string &key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions. More...
 
void unscheduleAllSelectors ()
var unscheduleAllSelectors ()
local unscheduleAllSelectors ()
virtual 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...
 
virtual void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
local pause ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
void resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
var pauseSchedulerAndActions ()
 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...
 
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 Mat4 getNodeToParentTransform (Node *ancestor) const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
var getNodeToParentTransform ( var ancestor)
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ( local ancestor)
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform (Node *ancestor) const
 Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentAffineTransform ( local ancestor)
 Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually. More...
 
var setNodeToParentTransform ( var transform)
 Sets the transformation matrix manually. More...
 
local setNodeToParentTransform ( local transform)
 Sets the transformation matrix manually. More...
 
virtual AffineTransform nodeToParentTransform () const
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
var getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local getParentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
local getParentToNodeAffineTransform ()
virtual 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 AffineTransform nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
var getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
local getWorldToNodeAffineTransform ()
virtual AffineTransform worldToNodeTransform () const
local worldToNodeTransform ()
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
var convertToNodeSpace ( var worldPoint)
 Converts a Vec2 to node (local) space coordinates. More...
 
local convertToNodeSpace ( local worldPoint)
 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...
 
var convertToWorldSpaceAR ( var nodePoint)
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
local convertToWorldSpaceAR ( local nodePoint)
 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...
 
local convertTouchToNodeSpace ( local touch)
 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...
 
void setAdditionalTransform (const Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const Mat4 &additionalTransform)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
void setAdditionalTransform (const AffineTransform &additionalTransform)
var setAdditionalTransform ( var additionalTransform)
local setAdditionalTransform ( local additionalTransform)
Component * getComponent (const std::string &name)
 Gets a component by its name. More...
 
local getComponent ( local name)
 Gets a component by its name. More...
 
virtual bool addComponent (Component *component)
 Adds a component. More...
 
local addComponent ( local component)
 Adds a component. More...
 
virtual bool removeComponent (const std::string &name)
 Removes a component by its name. More...
 
local removeComponent ( local name)
 Removes a component by its name. More...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
local removeComponent ( local component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components.
 
virtual std::string getDescription () const
 Gets the description string. More...
 
virtual void addChild (Node *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 void addChild (Node *child, int localZOrder, const std::string &name)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local localZOrder, local name)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
local getChildByTag ( local tag)
 Gets a child from the container with its tag. More...
 
template<typename T >
getChildByTag (int tag) const
 Gets a child from the container with its tag that can be cast to Type T. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
local getChildByName ( local name)
 Gets a child from the container with its name. More...
 
template<typename T >
getChildByName (const std::string &name) const
 Gets a child from the container with its name that can be cast to Type T. More...
 
template<typename T >
var getChildByName ( var name)
 Gets a child from the container with its name that can be cast to Type T. More...
 
template<typename T >
local getChildByName ( local name)
 Gets a child from the container with its name that can be cast to Type T. More...
 
virtual void enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name. 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
var getChildren ()
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
local getParent ()
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...
 
var removeChildByTag ( var tag, var 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 removeChildByName (const std::string &name, bool cleanup=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...
 
var removeAllChildren ( var cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
local removeAllChildren ( local 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...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
local 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...
 
local getReferenceCount ()
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor. More...
 

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...
 
static Vector< ParticleSystem * > & getAllParticleSystems ()
 Gets all ParticleSystem references.
 
- Static Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 
var create ()
 Allocates and initializes a node. More...
 
local create ()
 Allocates and initializes a node. More...
 
static int getAttachedNodeCount ()
 Gets count of nodes those are attached to scene graph.
 
var getAttachedNodeCount ()
 Gets count of nodes those are attached to scene graph.
 
local getAttachedNodeCount ()
 Gets count of nodes those are attached to scene graph.
 
template<typename _T >
static void sortNodes (cocos2d::Vector< _T * > &nodes)
 Sorts helper function. More...
 

Protected Member Functions

bool init () override
 initializes a ParticleSystem
 
local init ()
 initializes a ParticleSystem
 
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...
 
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...
 
var initWithDictionary ( var dictionary, var dirname)
 initializes a particle system from a NSDictionary and the path from where to load the png More...
 
local initWithDictionary ( local dictionary, local 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.
 
virtual bool isPaused () const
 Are the emissions paused. More...
 
local isPaused ()
 Are the emissions paused. More...
 

Additional Inherited Members

- Public Attributes inherited from Ref
unsigned int _ID
 object id, ScriptSupport need public _ID
 
local _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
local _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
local _scriptObject
 scriptObject, support for swift
 
bool _rooted
 When true, it means that the object was already rooted.
 
local _rooted
 When true, it means that the object was already rooted.
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes.
 
var INVALID_TAG = -1
 Default tag used for all the nodes.
 
local INVALID_TAG = -1
 Default tag used for all the nodes.
 

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 Function Documentation

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
Parameters
plistFileParticle plist file name.
Returns
An autoreleased ParticleSystem object.
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
Parameters
plistFileParticle plist file name.
Returns
An autoreleased ParticleSystem object.
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
Parameters
plistFileParticle plist file name.
Returns
An autoreleased ParticleSystem object.
static ParticleSystem*
createWithTotalParticles
( int  numberOfParticles)
static

Create a system with a fixed number of particles.

Parameters
numberOfParticlesA given number of particles.
Returns
An autoreleased ParticleSystemQuad object.
local createWithTotalParticles ( local  numberOfParticles)
static

Create a system with a fixed number of particles.

Parameters
numberOfParticlesA given number of particles.
Returns
An autoreleased ParticleSystemQuad object.
bool isFull ( )

Whether or not the system is full.

Returns
True if the system is full.
var isFull ( )

Whether or not the system is full.

Returns
True if the system is full.
local isFull ( )

Whether or not the system is full.

Returns
True if the system is full.
virtual void postStep ( )
virtual

Update the VBO verts buffer which does not use batch node, should be overridden by subclasses.

Reimplemented in ParticleSystemQuad.

var postStep ( )
virtual

Update the VBO verts buffer which does not use batch node, should be overridden by subclasses.

Reimplemented in ParticleSystemQuad.

local postStep ( )
virtual

Update the VBO verts buffer which does not use batch node, should be overridden by subclasses.

Reimplemented in ParticleSystemQuad.

virtual void updateWithNoTime ( )
virtual

Call the update method with no time.

var updateWithNoTime ( )
virtual

Call the update method with no time.

local updateWithNoTime ( )
virtual

Call the update method with no time.

virtual bool isAutoRemoveOnFinish ( ) const
virtual

Whether or not the particle system removed self on finish.

Returns
True if the particle system removed self on finish.
var isAutoRemoveOnFinish ( )
virtual

Whether or not the particle system removed self on finish.

Returns
True if the particle system removed self on finish.
local isAutoRemoveOnFinish ( )
virtual

Whether or not the particle system removed self on finish.

Returns
True if the particle system removed self on finish.
virtual void setAutoRemoveOnFinish ( bool  var)
virtual

Set the particle system auto removed it self on finish.

Parameters
varTrue if the particle system removed self on finish.
var setAutoRemoveOnFinish ( var  var)
virtual

Set the particle system auto removed it self on finish.

Parameters
varTrue if the particle system removed self on finish.
local setAutoRemoveOnFinish ( local  var)
virtual

Set the particle system auto removed it self on finish.

Parameters
varTrue if the particle system removed self on finish.
virtual const Vec2& getGravity ( )
virtual

Gets the gravity.

Returns
The gravity.
var getGravity ( )
virtual

Gets the gravity.

Returns
The gravity.
local getGravity ( )
virtual

Gets the gravity.

Returns
The gravity.
virtual void setGravity ( const Vec2 g)
virtual

Sets the gravity.

Parameters
gThe gravity.
var setGravity ( var  g)
virtual

Sets the gravity.

Parameters
gThe gravity.
local setGravity ( local  g)
virtual

Sets the gravity.

Parameters
gThe gravity.
virtual float getSpeed ( ) const
virtual

Gets the speed.

Returns
The speed.
var getSpeed ( )
virtual

Gets the speed.

Returns
The speed.
local getSpeed ( )
virtual

Gets the speed.

Returns
The speed.
virtual void setSpeed ( float  speed)
virtual

Sets the speed.

Parameters
speedThe speed.
var setSpeed ( var  speed)
virtual

Sets the speed.

Parameters
speedThe speed.
local setSpeed ( local  speed)
virtual

Sets the speed.

Parameters
speedThe speed.
virtual float getSpeedVar ( ) const
virtual

Gets the speed variance.

Returns
The speed variance.
var getSpeedVar ( )
virtual

Gets the speed variance.

Returns
The speed variance.
local getSpeedVar ( )
virtual

Gets the speed variance.

Returns
The speed variance.
virtual void setSpeedVar ( float  speed)
virtual

Sets the speed variance.

Parameters
speedThe speed variance.
var setSpeedVar ( var  speed)
virtual

Sets the speed variance.

Parameters
speedThe speed variance.
local setSpeedVar ( local  speed)
virtual

Sets the speed variance.

Parameters
speedThe speed variance.
virtual float getTangentialAccel ( ) const
virtual

Gets the tangential acceleration.

Returns
The tangential acceleration.
var getTangentialAccel ( )
virtual

Gets the tangential acceleration.

Returns
The tangential acceleration.
local getTangentialAccel ( )
virtual

Gets the tangential acceleration.

Returns
The tangential acceleration.
virtual void setTangentialAccel ( float  t)
virtual

Sets the tangential acceleration.

Parameters
tThe tangential acceleration.
var setTangentialAccel ( var  t)
virtual

Sets the tangential acceleration.

Parameters
tThe tangential acceleration.
local setTangentialAccel ( local  t)
virtual

Sets the tangential acceleration.

Parameters
tThe tangential acceleration.
virtual float getTangentialAccelVar ( ) const
virtual

Gets the tangential acceleration variance.

Returns
The tangential acceleration variance.
var getTangentialAccelVar ( )
virtual

Gets the tangential acceleration variance.

Returns
The tangential acceleration variance.
local getTangentialAccelVar ( )
virtual

Gets the tangential acceleration variance.

Returns
The tangential acceleration variance.
virtual void setTangentialAccelVar ( float  t)
virtual

Sets the tangential acceleration variance.

Parameters
tThe tangential acceleration variance.
var setTangentialAccelVar ( var  t)
virtual

Sets the tangential acceleration variance.

Parameters
tThe tangential acceleration variance.
local setTangentialAccelVar ( local  t)
virtual

Sets the tangential acceleration variance.

Parameters
tThe tangential acceleration variance.
virtual float getRadialAccel ( ) const
virtual

Gets the radial acceleration.

Returns
The radial acceleration.
var getRadialAccel ( )
virtual

Gets the radial acceleration.

Returns
The radial acceleration.
local getRadialAccel ( )
virtual

Gets the radial acceleration.

Returns
The radial acceleration.
virtual void setRadialAccel ( float  t)
virtual

Sets the radial acceleration.

Parameters
tThe radial acceleration.
var setRadialAccel ( var  t)
virtual

Sets the radial acceleration.

Parameters
tThe radial acceleration.
local setRadialAccel ( local  t)
virtual

Sets the radial acceleration.

Parameters
tThe radial acceleration.
virtual float getRadialAccelVar ( ) const
virtual

Gets the radial acceleration variance.

Returns
The radial acceleration variance.
var getRadialAccelVar ( )
virtual

Gets the radial acceleration variance.

Returns
The radial acceleration variance.
local getRadialAccelVar ( )
virtual

Gets the radial acceleration variance.

Returns
The radial acceleration variance.
virtual void setRadialAccelVar ( float  t)
virtual

Sets the radial acceleration variance.

Parameters
tThe radial acceleration variance.
var setRadialAccelVar ( var  t)
virtual

Sets the radial acceleration variance.

Parameters
tThe radial acceleration variance.
local setRadialAccelVar ( local  t)
virtual

Sets the radial acceleration variance.

Parameters
tThe radial acceleration variance.
virtual bool getRotationIsDir ( ) const
virtual

Whether or not the rotation of each particle to its direction.

Returns
True if the rotation is the direction.
var getRotationIsDir ( )
virtual

Whether or not the rotation of each particle to its direction.

Returns
True if the rotation is the direction.
local getRotationIsDir ( )
virtual

Whether or not the rotation of each particle to its direction.

Returns
True if the rotation is the direction.
virtual void setRotationIsDir ( bool  t)
virtual

Sets the rotation of each particle to its direction.

Parameters
tTrue if the rotation is the direction.
var setRotationIsDir ( var  t)
virtual

Sets the rotation of each particle to its direction.

Parameters
tTrue if the rotation is the direction.
local setRotationIsDir ( local  t)
virtual

Sets the rotation of each particle to its direction.

Parameters
tTrue if the rotation is the direction.
virtual float getStartRadius ( ) const
virtual

Gets the start radius.

Returns
The start radius.
var getStartRadius ( )
virtual

Gets the start radius.

Returns
The start radius.
local getStartRadius ( )
virtual

Gets the start radius.

Returns
The start radius.
virtual void setStartRadius ( float  startRadius)
virtual

Sets the start radius.

Parameters
startRadiusThe start radius.
var setStartRadius ( var  startRadius)
virtual

Sets the start radius.

Parameters
startRadiusThe start radius.
local setStartRadius ( local  startRadius)
virtual

Sets the start radius.

Parameters
startRadiusThe start radius.
virtual float getStartRadiusVar ( ) const
virtual

Gets the start radius variance.

Returns
The start radius variance.
var getStartRadiusVar ( )
virtual

Gets the start radius variance.

Returns
The start radius variance.
local getStartRadiusVar ( )
virtual

Gets the start radius variance.

Returns
The start radius variance.
virtual void setStartRadiusVar ( float  startRadiusVar)
virtual

Sets the start radius variance.

Parameters
startRadiusVarThe start radius variance.
var setStartRadiusVar ( var  startRadiusVar)
virtual

Sets the start radius variance.

Parameters
startRadiusVarThe start radius variance.
local setStartRadiusVar ( local  startRadiusVar)
virtual

Sets the start radius variance.

Parameters
startRadiusVarThe start radius variance.
virtual float getEndRadius ( ) const
virtual

Gets the end radius.

Returns
The end radius.
var getEndRadius ( )
virtual

Gets the end radius.

Returns
The end radius.
local getEndRadius ( )
virtual

Gets the end radius.

Returns
The end radius.
virtual void setEndRadius ( float  endRadius)
virtual

Sets the end radius.

Parameters
endRadiusThe end radius.
var setEndRadius ( var  endRadius)
virtual

Sets the end radius.

Parameters
endRadiusThe end radius.
local setEndRadius ( local  endRadius)
virtual

Sets the end radius.

Parameters
endRadiusThe end radius.
virtual float getEndRadiusVar ( ) const
virtual

Gets the end radius variance.

Returns
The end radius variance.
var getEndRadiusVar ( )
virtual

Gets the end radius variance.

Returns
The end radius variance.
local getEndRadiusVar ( )
virtual

Gets the end radius variance.

Returns
The end radius variance.
virtual void setEndRadiusVar ( float  endRadiusVar)
virtual

Sets the end radius variance.

Parameters
endRadiusVarThe end radius variance.
var setEndRadiusVar ( var  endRadiusVar)
virtual

Sets the end radius variance.

Parameters
endRadiusVarThe end radius variance.
local setEndRadiusVar ( local  endRadiusVar)
virtual

Sets the end radius variance.

Parameters
endRadiusVarThe end radius variance.
virtual float getRotatePerSecond ( ) const
virtual

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

Returns
The number of degrees to rotate a particle around the source pos per second.
var getRotatePerSecond ( )
virtual

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

Returns
The number of degrees to rotate a particle around the source pos per second.
local getRotatePerSecond ( )
virtual

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

Returns
The number of degrees to rotate a particle around the source pos per second.
virtual void setRotatePerSecond ( float  degrees)
virtual

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

Parameters
degreesThe number of degrees to rotate a particle around the source pos per second.
var setRotatePerSecond ( var  degrees)
virtual

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

Parameters
degreesThe number of degrees to rotate a particle around the source pos per second.
local setRotatePerSecond ( local  degrees)
virtual

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

Parameters
degreesThe number of degrees to rotate a particle around the source pos per second.
virtual float getRotatePerSecondVar ( ) const
virtual

Gets the rotate per second variance.

Returns
The rotate per second variance.
var getRotatePerSecondVar ( )
virtual

Gets the rotate per second variance.

Returns
The rotate per second variance.
local getRotatePerSecondVar ( )
virtual

Gets the rotate per second variance.

Returns
The rotate per second variance.
virtual void setRotatePerSecondVar ( float  degrees)
virtual

Sets the rotate per second variance.

Parameters
degreesThe rotate per second variance.
var setRotatePerSecondVar ( var  degrees)
virtual

Sets the rotate per second variance.

Parameters
degreesThe rotate per second variance.
local setRotatePerSecondVar ( local  degrees)
virtual

Sets the rotate per second variance.

Parameters
degreesThe rotate per second variance.
virtual void setScale ( float  scale)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

var setScale ( var  scale)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

local setScale ( local  scale)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

virtual void setRotation ( float  rotation)
overridevirtual

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)
overridevirtual

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)
overridevirtual

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 setScaleX ( float  scaleX)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

var setScaleX ( var  scaleX)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

local setScaleX ( local  scaleX)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

virtual void setScaleY ( float  scaleY)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

var setScaleY ( var  scaleY)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

local setScaleY ( local  scaleY)
overridevirtual

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.
Warning
The physics body doesn't support this.

Reimplemented from Node.

virtual bool isActive ( ) const
virtual

Whether or not the particle system is active.

Returns
True if the particle system is active.
var isActive ( )
virtual

Whether or not the particle system is active.

Returns
True if the particle system is active.
local isActive ( )
virtual

Whether or not the particle system is active.

Returns
True if the particle system is active.
virtual bool isBlendAdditive ( ) const
virtual

Whether or not the particle system is blend additive.

Returns
True if the particle system is blend additive.
var isBlendAdditive ( )
virtual

Whether or not the particle system is blend additive.

Returns
True if the particle system is blend additive.
local isBlendAdditive ( )
virtual

Whether or not the particle system is blend additive.

Returns
True if the particle system is blend additive.
virtual void setBlendAdditive ( bool  value)
virtual

Sets the particle system blend additive.

Parameters
valueTrue if the particle system is blend additive.
var setBlendAdditive ( var  value)
virtual

Sets the particle system blend additive.

Parameters
valueTrue if the particle system is blend additive.
local setBlendAdditive ( local  value)
virtual

Sets the particle system blend additive.

Parameters
valueTrue if the particle system is blend additive.
virtual ParticleBatchNode*
getBatchNode
( ) const
virtual

Gets the batch node.

Returns
The batch node.
var getBatchNode ( )
virtual

Gets the batch node.

Returns
The batch node.
local getBatchNode ( )
virtual

Gets the batch node.

Returns
The batch node.
virtual void setBatchNode ( ParticleBatchNode batchNode)
virtual

Sets the batch node.

Parameters
batchNodeThe batch node.

Reimplemented in ParticleSystemQuad.

var setBatchNode ( var  batchNode)
virtual

Sets the batch node.

Parameters
batchNodeThe batch node.

Reimplemented in ParticleSystemQuad.

local setBatchNode ( local  batchNode)
virtual

Sets the batch node.

Parameters
batchNodeThe batch node.

Reimplemented in ParticleSystemQuad.

int getAtlasIndex ( ) const
inline

Gets the index of system in batch node array.

Returns
The index of system in batch node array.
var getAtlasIndex ( )
inline

Gets the index of system in batch node array.

Returns
The index of system in batch node array.
local getAtlasIndex ( )
inline

Gets the index of system in batch node array.

Returns
The index of system in batch node array.
void setAtlasIndex ( int  index)
inline

Sets the index of system in batch node array.

Parameters
indexThe index of system in batch node array.
var setAtlasIndex ( var  index)
inline

Sets the index of system in batch node array.

Parameters
indexThe index of system in batch node array.
local setAtlasIndex ( local  index)
inline

Sets the index of system in batch node array.

Parameters
indexThe index of system in batch node array.
unsigned int getParticleCount ( ) const
inline

Gets the Quantity of particles that are being simulated at the moment.

Returns
The Quantity of particles that are being simulated at the moment.
var getParticleCount ( )
inline

Gets the Quantity of particles that are being simulated at the moment.

Returns
The Quantity of particles that are being simulated at the moment.
local getParticleCount ( )
inline

Gets the Quantity of particles that are being simulated at the moment.

Returns
The Quantity of particles that are being simulated at the moment.
float getDuration ( ) const
inline

Gets how many seconds the emitter will run.

-1 means 'forever'.

Returns
The seconds that the emitter will run. -1 means 'forever'.
var getDuration ( )
inline

Gets how many seconds the emitter will run.

-1 means 'forever'.

Returns
The seconds that the emitter will run. -1 means 'forever'.
local getDuration ( )
inline

Gets how many seconds the emitter will run.

-1 means 'forever'.

Returns
The seconds that the emitter will run. -1 means 'forever'.
void setDuration ( float  duration)
inline

Sets how many seconds the emitter will run.

-1 means 'forever'.

Parameters
durationThe seconds that the emitter will run. -1 means 'forever'.
var setDuration ( var  duration)
inline

Sets how many seconds the emitter will run.

-1 means 'forever'.

Parameters
durationThe seconds that the emitter will run. -1 means 'forever'.
local setDuration ( local  duration)
inline

Sets how many seconds the emitter will run.

-1 means 'forever'.

Parameters
durationThe seconds that the emitter will run. -1 means 'forever'.
const Vec2& getSourcePosition ( ) const
inline

Gets the source position of the emitter.

Returns
The source position of the emitter.
var getSourcePosition ( )
inline

Gets the source position of the emitter.

Returns
The source position of the emitter.
local getSourcePosition ( )
inline

Gets the source position of the emitter.

Returns
The source position of the emitter.
void setSourcePosition ( const Vec2 pos)
inline

Sets the source position of the emitter.

Parameters
posThe source position of the emitter.
var setSourcePosition ( var  pos)
inline

Sets the source position of the emitter.

Parameters
posThe source position of the emitter.
local setSourcePosition ( local  pos)
inline

Sets the source position of the emitter.

Parameters
posThe source position of the emitter.
const Vec2& getPosVar ( ) const
inline

Gets the position variance of the emitter.

Returns
The position variance of the emitter.
var getPosVar ( )
inline

Gets the position variance of the emitter.

Returns
The position variance of the emitter.
local getPosVar ( )
inline

Gets the position variance of the emitter.

Returns
The position variance of the emitter.
void setPosVar ( const Vec2 pos)
inline

Sets the position variance of the emitter.

Parameters
posThe position variance of the emitter.
var setPosVar ( var  pos)
inline

Sets the position variance of the emitter.

Parameters
posThe position variance of the emitter.
local setPosVar ( local  pos)
inline

Sets the position variance of the emitter.

Parameters
posThe position variance of the emitter.
float getLife ( ) const
inline

Gets the life of each particle.

Returns
The life of each particle.
var getLife ( )
inline

Gets the life of each particle.

Returns
The life of each particle.
local getLife ( )
inline

Gets the life of each particle.

Returns
The life of each particle.
void setLife ( float  life)
inline

Sets the life of each particle.

Parameters
lifeThe life of each particle.
var setLife ( var  life)
inline

Sets the life of each particle.

Parameters
lifeThe life of each particle.
local setLife ( local  life)
inline

Sets the life of each particle.

Parameters
lifeThe life of each particle.
float getLifeVar ( ) const
inline

Gets the life variance of each particle.

Returns
The life variance of each particle.
var getLifeVar ( )
inline

Gets the life variance of each particle.

Returns
The life variance of each particle.
local getLifeVar ( )
inline

Gets the life variance of each particle.

Returns
The life variance of each particle.
void setLifeVar ( float  lifeVar)
inline

Sets the life variance of each particle.

Parameters
lifeVarThe life variance of each particle.
var setLifeVar ( var  lifeVar)
inline

Sets the life variance of each particle.

Parameters
lifeVarThe life variance of each particle.
local setLifeVar ( local  lifeVar)
inline

Sets the life variance of each particle.

Parameters
lifeVarThe life variance of each particle.
float getAngle ( ) const
inline

Gets the angle of each particle.

Returns
The angle of each particle.
var getAngle ( )
inline

Gets the angle of each particle.

Returns
The angle of each particle.
local getAngle ( )
inline

Gets the angle of each particle.

Returns
The angle of each particle.
void setAngle ( float  angle)
inline

Sets the angle of each particle.

Parameters
angleThe angle of each particle.
var setAngle ( var  angle)
inline

Sets the angle of each particle.

Parameters
angleThe angle of each particle.
local setAngle ( local  angle)
inline

Sets the angle of each particle.

Parameters
angleThe angle of each particle.
float getAngleVar ( ) const
inline

Gets the angle variance of each particle.

Returns
The angle variance of each particle.
var getAngleVar ( )
inline

Gets the angle variance of each particle.

Returns
The angle variance of each particle.
local getAngleVar ( )
inline

Gets the angle variance of each particle.

Returns
The angle variance of each particle.
void setAngleVar ( float  angleVar)
inline

Sets the angle variance of each particle.

Parameters
angleVarThe angle variance of each particle.
var setAngleVar ( var  angleVar)
inline

Sets the angle variance of each particle.

Parameters
angleVarThe angle variance of each particle.
local setAngleVar ( local  angleVar)
inline

Sets the angle variance of each particle.

Parameters
angleVarThe angle variance of each particle.
Mode getEmitterMode ( ) const
inline

Switch between different kind of emitter modes:

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

    Returns
    The mode of the emitter.
var getEmitterMode ( )
inline

Switch between different kind of emitter modes:

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

    Returns
    The mode of the emitter.
local getEmitterMode ( )
inline

Switch between different kind of emitter modes:

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

    Returns
    The mode of the emitter.
void setEmitterMode ( Mode  mode)
inline

Sets the mode of the emitter.

Parameters
modeThe mode of the emitter.
var setEmitterMode ( var  mode)
inline

Sets the mode of the emitter.

Parameters
modeThe mode of the emitter.
local setEmitterMode ( local  mode)
inline

Sets the mode of the emitter.

Parameters
modeThe mode of the emitter.
float getStartSize ( ) const
inline

Gets the start size in pixels of each particle.

Returns
The start size in pixels of each particle.
var getStartSize ( )
inline

Gets the start size in pixels of each particle.

Returns
The start size in pixels of each particle.
local getStartSize ( )
inline

Gets the start size in pixels of each particle.

Returns
The start size in pixels of each particle.
void setStartSize ( float  startSize)
inline

Sets the start size in pixels of each particle.

Parameters
startSizeThe start size in pixels of each particle.
var setStartSize ( var  startSize)
inline

Sets the start size in pixels of each particle.

Parameters
startSizeThe start size in pixels of each particle.
local setStartSize ( local  startSize)
inline

Sets the start size in pixels of each particle.

Parameters
startSizeThe start size in pixels of each particle.
float getStartSizeVar ( ) const
inline

Gets the start size variance in pixels of each particle.

Returns
The start size variance in pixels of each particle.
var getStartSizeVar ( )
inline

Gets the start size variance in pixels of each particle.

Returns
The start size variance in pixels of each particle.
local getStartSizeVar ( )
inline

Gets the start size variance in pixels of each particle.

Returns
The start size variance in pixels of each particle.
void setStartSizeVar ( float  sizeVar)
inline

Sets the start size variance in pixels of each particle.

Parameters
sizeVarThe start size variance in pixels of each particle.
var setStartSizeVar ( var  sizeVar)
inline

Sets the start size variance in pixels of each particle.

Parameters
sizeVarThe start size variance in pixels of each particle.
local setStartSizeVar ( local  sizeVar)
inline

Sets the start size variance in pixels of each particle.

Parameters
sizeVarThe start size variance in pixels of each particle.
float getEndSize ( ) const
inline

Gets the end size in pixels of each particle.

Returns
The end size in pixels of each particle.
var getEndSize ( )
inline

Gets the end size in pixels of each particle.

Returns
The end size in pixels of each particle.
local getEndSize ( )
inline

Gets the end size in pixels of each particle.

Returns
The end size in pixels of each particle.
void setEndSize ( float  endSize)
inline

Sets the end size in pixels of each particle.

Parameters
endSizeThe end size in pixels of each particle.
var setEndSize ( var  endSize)
inline

Sets the end size in pixels of each particle.

Parameters
endSizeThe end size in pixels of each particle.
local setEndSize ( local  endSize)
inline

Sets the end size in pixels of each particle.

Parameters
endSizeThe end size in pixels of each particle.
float getEndSizeVar ( ) const
inline

Gets the end size variance in pixels of each particle.

Returns
The end size variance in pixels of each particle.
var getEndSizeVar ( )
inline

Gets the end size variance in pixels of each particle.

Returns
The end size variance in pixels of each particle.
local getEndSizeVar ( )
inline

Gets the end size variance in pixels of each particle.

Returns
The end size variance in pixels of each particle.
void setEndSizeVar ( float  sizeVar)
inline

Sets the end size variance in pixels of each particle.

Parameters
sizeVarThe end size variance in pixels of each particle.
var setEndSizeVar ( var  sizeVar)
inline

Sets the end size variance in pixels of each particle.

Parameters
sizeVarThe end size variance in pixels of each particle.
local setEndSizeVar ( local  sizeVar)
inline

Sets the end size variance in pixels of each particle.

Parameters
sizeVarThe end size variance in pixels of each particle.
const Color4F& getStartColor ( ) const
inline

Gets the start color of each particle.

Returns
The start color of each particle.
var getStartColor ( )
inline

Gets the start color of each particle.

Returns
The start color of each particle.
local getStartColor ( )
inline

Gets the start color of each particle.

Returns
The start color of each particle.
void setStartColor ( const Color4F color)
inline

Sets the start color of each particle.

Parameters
colorThe start color of each particle.
var setStartColor ( var  color)
inline

Sets the start color of each particle.

Parameters
colorThe start color of each particle.
local setStartColor ( local  color)
inline

Sets the start color of each particle.

Parameters
colorThe start color of each particle.
const Color4F& getStartColorVar ( ) const
inline

Gets the start color variance of each particle.

Returns
The start color variance of each particle.
var getStartColorVar ( )
inline

Gets the start color variance of each particle.

Returns
The start color variance of each particle.
local getStartColorVar ( )
inline

Gets the start color variance of each particle.

Returns
The start color variance of each particle.
void setStartColorVar ( const Color4F color)
inline

Sets the start color variance of each particle.

Parameters
colorThe start color variance of each particle.
var setStartColorVar ( var  color)
inline

Sets the start color variance of each particle.

Parameters
colorThe start color variance of each particle.
local setStartColorVar ( local  color)
inline

Sets the start color variance of each particle.

Parameters
colorThe start color variance of each particle.
const Color4F& getEndColor ( ) const
inline

Gets the end color and end color variation of each particle.

Returns
The end color and end color variation of each particle.
var getEndColor ( )
inline

Gets the end color and end color variation of each particle.

Returns
The end color and end color variation of each particle.
local getEndColor ( )
inline

Gets the end color and end color variation of each particle.

Returns
The end color and end color variation of each particle.
void setEndColor ( const Color4F color)
inline

Sets the end color and end color variation of each particle.

Parameters
colorThe end color and end color variation of each particle.
var setEndColor ( var  color)
inline

Sets the end color and end color variation of each particle.

Parameters
colorThe end color and end color variation of each particle.
local setEndColor ( local  color)
inline

Sets the end color and end color variation of each particle.

Parameters
colorThe end color and end color variation of each particle.
const Color4F& getEndColorVar ( ) const
inline

Gets the end color variance of each particle.

Returns
The end color variance of each particle.
var getEndColorVar ( )
inline

Gets the end color variance of each particle.

Returns
The end color variance of each particle.
local getEndColorVar ( )
inline

Gets the end color variance of each particle.

Returns
The end color variance of each particle.
void setEndColorVar ( const Color4F color)
inline

Sets the end color variance of each particle.

Parameters
colorThe end color variance of each particle.
var setEndColorVar ( var  color)
inline

Sets the end color variance of each particle.

Parameters
colorThe end color variance of each particle.
local setEndColorVar ( local  color)
inline

Sets the end color variance of each particle.

Parameters
colorThe end color variance of each particle.
float getStartSpin ( ) const
inline

Gets the start spin of each particle.

Returns
The start spin of each particle.
var getStartSpin ( )
inline

Gets the start spin of each particle.

Returns
The start spin of each particle.
local getStartSpin ( )
inline

Gets the start spin of each particle.

Returns
The start spin of each particle.
void setStartSpin ( float  spin)
inline

Sets the start spin of each particle.

Parameters
spinThe start spin of each particle.
var setStartSpin ( var  spin)
inline

Sets the start spin of each particle.

Parameters
spinThe start spin of each particle.
local setStartSpin ( local  spin)
inline

Sets the start spin of each particle.

Parameters
spinThe start spin of each particle.
float getStartSpinVar ( ) const
inline

Gets the start spin variance of each particle.

Returns
The start spin variance of each particle.
var getStartSpinVar ( )
inline

Gets the start spin variance of each particle.

Returns
The start spin variance of each particle.
local getStartSpinVar ( )
inline

Gets the start spin variance of each particle.

Returns
The start spin variance of each particle.
void setStartSpinVar ( float  pinVar)
inline

Sets the start spin variance of each particle.

Parameters
pinVarThe start spin variance of each particle.
var setStartSpinVar ( var  pinVar)
inline

Sets the start spin variance of each particle.

Parameters
pinVarThe start spin variance of each particle.
local setStartSpinVar ( local  pinVar)
inline

Sets the start spin variance of each particle.

Parameters
pinVarThe start spin variance of each particle.
float getEndSpin ( ) const
inline

Gets the end spin of each particle.

Returns
The end spin of each particle.
var getEndSpin ( )
inline

Gets the end spin of each particle.

Returns
The end spin of each particle.
local getEndSpin ( )
inline

Gets the end spin of each particle.

Returns
The end spin of each particle.
void setEndSpin ( float  endSpin)
inline

Sets the end spin of each particle.

Parameters
endSpinThe end spin of each particle.
var setEndSpin ( var  endSpin)
inline

Sets the end spin of each particle.

Parameters
endSpinThe end spin of each particle.
local setEndSpin ( local  endSpin)
inline

Sets the end spin of each particle.

Parameters
endSpinThe end spin of each particle.
float getEndSpinVar ( ) const
inline

Gets the end spin variance of each particle.

Returns
The end spin variance of each particle.
var getEndSpinVar ( )
inline

Gets the end spin variance of each particle.

Returns
The end spin variance of each particle.
local getEndSpinVar ( )
inline

Gets the end spin variance of each particle.

Returns
The end spin variance of each particle.
void setEndSpinVar ( float  endSpinVar)
inline

Sets the end spin variance of each particle.

Parameters
endSpinVarThe end spin variance of each particle.
var setEndSpinVar ( var  endSpinVar)
inline

Sets the end spin variance of each particle.

Parameters
endSpinVarThe end spin variance of each particle.
local setEndSpinVar ( local  endSpinVar)
inline

Sets the end spin variance of each particle.

Parameters
endSpinVarThe end spin variance of each particle.
float getEmissionRate ( ) const
inline

Gets the emission rate of the particles.

Returns
The emission rate of the particles.
var getEmissionRate ( )
inline

Gets the emission rate of the particles.

Returns
The emission rate of the particles.
local getEmissionRate ( )
inline

Gets the emission rate of the particles.

Returns
The emission rate of the particles.
void setEmissionRate ( float  rate)
inline

Sets the emission rate of the particles.

Parameters
rateThe emission rate of the particles.
var setEmissionRate ( var  rate)
inline

Sets the emission rate of the particles.

Parameters
rateThe emission rate of the particles.
local setEmissionRate ( local  rate)
inline

Sets the emission rate of the particles.

Parameters
rateThe emission rate of the particles.
virtual int getTotalParticles ( ) const
virtual

Gets the maximum particles of the system.

Returns
The maximum particles of the system.
var getTotalParticles ( )
virtual

Gets the maximum particles of the system.

Returns
The maximum particles of the system.
local getTotalParticles ( )
virtual

Gets the maximum particles of the system.

Returns
The maximum particles of the system.
virtual void setTotalParticles ( int  totalParticles)
virtual

Sets the maximum particles of the system.

Parameters
totalParticlesThe maximum particles of the system.

Reimplemented in ParticleSystemQuad.

var setTotalParticles ( var  totalParticles)
virtual

Sets the maximum particles of the system.

Parameters
totalParticlesThe maximum particles of the system.

Reimplemented in ParticleSystemQuad.

local setTotalParticles ( local  totalParticles)
virtual

Sets the maximum particles of the system.

Parameters
totalParticlesThe maximum particles of the system.

Reimplemented in ParticleSystemQuad.

bool isOpacityModifyRGB ( ) const
inlineoverridevirtual

If node opacity will modify the RGB color value, then you should override this method and return true.

Returns
A boolean value, true indicates that opacity will modify color; false otherwise.

Reimplemented from Node.

var isOpacityModifyRGB ( )
inlineoverridevirtual

If node opacity will modify the RGB color value, then you should override this method and return true.

Returns
A boolean value, true indicates that opacity will modify color; false otherwise.

Reimplemented from Node.

local isOpacityModifyRGB ( )
inlineoverridevirtual

If node opacity will modify the RGB color value, then you should override this method and return true.

Returns
A boolean value, true indicates that opacity will modify color; false otherwise.

Reimplemented from Node.

PositionType getPositionType ( ) const
inline

Gets the particles movement type: Free or Grouped.

Since
v0.8
Returns
The particles movement type.
var getPositionType ( )
inline

Gets the particles movement type: Free or Grouped.

Since
v0.8
Returns
The particles movement type.
local getPositionType ( )
inline

Gets the particles movement type: Free or Grouped.

Since
v0.8
Returns
The particles movement type.
void setPositionType ( PositionType  type)
inline

Sets the particles movement type: Free or Grouped.

Since
v0.8
Parameters
typeThe particles movement type.
var setPositionType ( var  type)
inline

Sets the particles movement type: Free or Grouped.

Since
v0.8
Parameters
typeThe particles movement type.
local setPositionType ( local  type)
inline

Sets the particles movement type: Free or Grouped.

Since
v0.8
Parameters
typeThe particles movement type.
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 update ( float  delta)
overridevirtual

Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".

Parameters
deltaIn seconds.

Reimplemented from Node.

var update ( var  delta)
overridevirtual

Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".

Parameters
deltaIn seconds.

Reimplemented from Node.

local update ( local  delta)
overridevirtual

Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".

Parameters
deltaIn seconds.

Reimplemented from Node.

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)
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)
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)
bool initWithFile ( const std::string &  plistFile)
protected

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)
protected

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)
protected

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
bool initWithDictionary ( ValueMap &  dictionary)
protected

initializes a QuadParticleSystem from a Dictionary.

Since
v0.99.3
var initWithDictionary ( var  dictionary)
protected

initializes a QuadParticleSystem from a Dictionary.

Since
v0.99.3
local initWithDictionary ( local  dictionary)
protected

initializes a QuadParticleSystem from a Dictionary.

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

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 
)
protected

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 
)
protected

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

Since
v2.1
virtual bool isPaused ( ) const
protectedvirtual

Are the emissions paused.

Returns
True if the emissions are paused, else false
var isPaused ( )
protectedvirtual

Are the emissions paused.

Returns
True if the emissions are paused, else false
local isPaused ( )
protectedvirtual

Are the emissions paused.

Returns
True if the emissions are paused, else false

Member Data Documentation

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.

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 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.

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.

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 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 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.

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.


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