Cocos2d-x  v4
ParticleSystemQuad Class Reference

ParticleSystemQuad is a subclass of ParticleSystem. More...

Inherits ParticleSystem.

Inherited by ParticleExplosion, ParticleFire, ParticleFireworks, ParticleFlower, ParticleGalaxy, ParticleMeteor, ParticleRain, ParticleSmoke, ParticleSnow, ParticleSpiral, and ParticleSun.

Public Member Functions

void setDisplayFrame (SpriteFrame *spriteFrame)
 Sets a new SpriteFrame as particle. More...
 
void setTextureWithRect (Texture2D *texture, const Rect &rect)
 Sets a new texture with a rect. More...
 
void listenRendererRecreated (EventCustom *event)
 Listen the event that renderer was recreated on Android/WP8. More...
 
virtual void setTexture (Texture2D *texture) override
 @js NA @lua NA
 
virtual void updateParticleQuads () override
 @js NA @lua NA
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 @js NA @lua NA
 
virtual void setBatchNode (ParticleBatchNode *batchNode) override
 @js NA @lua NA
 
virtual void setTotalParticles (int tp) override
 @js NA @lua NA
 
virtual std::string getDescription () const override
 Gets the description string. More...
 
- Public Member Functions inherited from ParticleSystem
void resetSystem ()
 Kill all living particles.
 
bool isFull ()
 Whether or not the system is full. More...
 
virtual void postStep ()
 Update the VBO verts buffer which does not use batch node, should be overridden by subclasses.
 
virtual void updateWithNoTime ()
 Call the update method with no time. More...
 
virtual bool isAutoRemoveOnFinish () const
 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...
 
virtual const Vec2getGravity ()
 Gets the gravity. More...
 
virtual void setGravity (const Vec2 &g)
 Sets the gravity. More...
 
virtual float getSpeed () const
 Gets the speed. More...
 
virtual void setSpeed (float speed)
 Sets the speed. More...
 
virtual float getSpeedVar () const
 Gets the speed variance. More...
 
virtual void setSpeedVar (float speed)
 Sets the speed variance. More...
 
virtual float getTangentialAccel () const
 Gets the tangential acceleration. More...
 
virtual void setTangentialAccel (float t)
 Sets the tangential acceleration. More...
 
virtual float getTangentialAccelVar () const
 Gets the tangential acceleration variance. More...
 
virtual void setTangentialAccelVar (float t)
 Sets the tangential acceleration variance. More...
 
virtual float getRadialAccel () const
 Gets the radial acceleration. More...
 
virtual void setRadialAccel (float t)
 Sets the radial acceleration. More...
 
virtual float getRadialAccelVar () const
 Gets the radial acceleration variance. More...
 
virtual void setRadialAccelVar (float t)
 Sets the radial acceleration variance. More...
 
virtual bool getRotationIsDir () const
 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...
 
virtual float getStartRadius () const
 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...
 
virtual void setStartRadiusVar (float startRadiusVar)
 Sets the start radius variance. More...
 
virtual float getEndRadius () const
 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...
 
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...
 
virtual float getRotatePerSecondVar () const
 Gets the rotate per second variance. More...
 
virtual void setRotatePerSecondVar (float degrees)
 Sets the rotate per second variance. More...
 
virtual void setScale (float s) override
 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...
 
virtual void setScaleX (float newScaleX) override
 Sets the scale (x) of the node. More...
 
virtual void setScaleY (float newScaleY) override
 Sets the scale (y) of the node. More...
 
virtual bool isActive () const
 Whether or not the particle system is active. More...
 
virtual bool isBlendAdditive () const
 Whether or not the particle system is blend additive. More...
 
virtual void setBlendAdditive (bool value)
 Sets the particle system blend additive. More...
 
virtual ParticleBatchNodegetBatchNode () const
 Gets the batch node. More...
 
int getAtlasIndex () const
 Gets the index of system in batch node array. More...
 
void setAtlasIndex (int 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...
 
void setDuration (float duration)
 Sets how many seconds the emitter will run. More...
 
const Vec2getSourcePosition () const
 Gets the source position of the emitter. More...
 
void setSourcePosition (const Vec2 &pos)
 Sets the source position of the emitter. More...
 
const Vec2getPosVar () const
 Gets the position variance of the emitter. More...
 
void setPosVar (const Vec2 &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...
 
float getLifeVar () const
 Gets the life variance of each particle. More...
 
void setLifeVar (float lifeVar)
 Sets the life variance of each particle. More...
 
float getAngle () const
 Gets the angle of each particle. More...
 
void setAngle (float 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...
 
Mode getEmitterMode () const
 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...
 
float getStartSizeVar () const
 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...
 
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...
 
const Color4FgetStartColorVar () const
 Gets the start color variance of each particle. More...
 
void setStartColorVar (const Color4F &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...
 
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...
 
float getStartSpin () const
 Gets the start spin of each particle. More...
 
void setStartSpin (float spin)
 Sets the start spin of each particle. More...
 
float getStartSpinVar () const
 Gets the start spin variance of each particle. More...
 
void setStartSpinVar (float 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...
 
float getEndSpinVar () const
 Gets the end spin variance of each particle. More...
 
void setEndSpinVar (float 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...
 
virtual int getTotalParticles () const
 Gets the maximum particles of the system. More...
 
void setOpacityModifyRGB (bool opacityModifyRGB) override
 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...
 
void setPositionType (PositionType 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...
 
virtual void update (float dt) override
 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
 
virtual const BlendFuncgetBlendFunc () const override
 @js NA @lua NA
 
virtual void start () override
 
virtual void stop () override
 
- Public Member Functions inherited from Node
virtual bool isRunning () const
 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 visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and draw them recursively. More...
 
virtual ScenegetScene () const
 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 void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for scene. More...
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher of scene. More...
 
virtual uint8_t getOpacity () const
 Return the node's opacity. More...
 
virtual uint8_t getDisplayedOpacity () const
 Return the node's display opacity. More...
 
virtual void setOpacity (uint8_t opacity)
 Change node opacity. More...
 
virtual void updateDisplayedOpacity (uint8_t parentOpacity)
 Update the displayed opacity of node with it's parent opacity;. More...
 
virtual bool isCascadeOpacityEnabled () const
 Whether cascadeOpacity is enabled or not. More...
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
 Change node's cascadeOpacity property. More...
 
virtual const Color3BgetColor () const
 Query node's color value. More...
 
virtual const Color3BgetDisplayedColor () const
 Query node's displayed color. More...
 
virtual void setColor (const Color3B &color)
 Change the color of node. More...
 
virtual void updateDisplayedColor (const Color3B &parentColor)
 Update node's displayed color with its parent color. More...
 
virtual bool isCascadeColorEnabled () const
 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...
 
const std::function< void()> & getOnExitCallback () const
 Get the callback of event onExit. More...
 
void setOnEnterTransitionDidFinishCallback (const std::function< void()> &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...
 
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...
 
virtual void setLocalZOrder (std::int32_t localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual void _setLocalZOrder (std::int32_t 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 void setGlobalZOrder (float globalZOrder)
 Defines the order in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
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...
 
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)
 
virtual const Vec2getPosition () const
 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...
 
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...
 
virtual float getPositionX () 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...
 
virtual float getPositionY () const
 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...
 
virtual Vec3 getPosition3D () const
 Returns the position (X,Y,Z) in its parent's coordinate system. More...
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
virtual void setSkewX (float 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...
 
virtual void setSkewY (float 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...
 
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...
 
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...
 
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...
 
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...
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setIgnoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual 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...
 
virtual const std::string & getName () const
 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...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
 @lua NA
 
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
 @lua NA
 
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. 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...
 
virtual void setActionManager (ActionManager *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...
 
virtual const ActionManagergetActionManager () const
 
virtual ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list .
 
void stopAction (Action *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...
 
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...
 
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...
 
virtual const SchedulergetScheduler () const
 
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 ()
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void 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...
 
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...
 
virtual void resume ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause ()
 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
 
virtual Mat4 getNodeToParentTransform (Node *ancestor) const
 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...
 
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually. More...
 
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
 
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
 
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
 
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Vec2. More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (const Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const Mat4 &additionalTransform)
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
 
Component * getComponent (const std::string &name)
 Gets a component by its name. More...
 
virtual bool addComponent (Component *component)
 Adds a component. More...
 
virtual bool removeComponent (const std::string &name)
 Removes a component by its name. More...
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer. More...
 
virtual void removeAllComponents ()
 Removes all components.
 
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...
 
virtual void addChild (Node *child, int localZOrder, int 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...
 
virtual NodegetChildByTag (int tag) const
 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...
 
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...
 
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...
 
virtual const Vector< Node * > & getChildren () const
 
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
 
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=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...
 
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...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
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...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor. More...
 

Static Public Member Functions

static ParticleSystemQuadcreate ()
 Creates a Particle Emitter. More...
 
static ParticleSystemQuadcreateWithTotalParticles (int numberOfParticles)
 Creates a Particle Emitter with a number of particles. More...
 
static ParticleSystemQuadcreate (const std::string &filename)
 Creates an initializes a ParticleSystemQuad from a plist file. More...
 
static ParticleSystemQuadcreate (ValueMap &dictionary)
 Creates a Particle Emitter with a dictionary. More...
 
- Static Public Member Functions inherited from ParticleSystem
static ParticleSystemcreate (const std::string &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...
 
static int 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

 ParticleSystemQuad ()
 @js ctor
 
virtual ~ParticleSystemQuad ()
 @js NA @lua NA
 
virtual bool initWithTotalParticles (int numberOfParticles) override
 @js NA @lua NA
 
- Protected Member Functions inherited from ParticleSystem
 ParticleSystem ()
 @js ctor
 
virtual ~ParticleSystem ()
 @js NA @lua NA
 
bool init () override
 initializes a ParticleSystem
 
bool initWithFile (const std::string &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...
 
virtual bool isPaused () const
 Are the emissions paused. More...
 

Additional Inherited Members

- Public Types inherited from ParticleSystem
enum  Mode
 Mode @js cc.ParticleSystem.MODE_GRAVITY;.
 
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 Attributes inherited from Ref
unsigned int _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
bool _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.
 

Detailed Description

ParticleSystemQuad is a subclass of ParticleSystem.

It includes all the features of ParticleSystem.

Special features and Limitations:

  • Particle size can be any float number.
  • The system can be scaled.
  • The particles can be rotated.
  • It supports subrects.
  • It supports batched rendering since 1.1.
    Since
    v0.8 @js NA

Member Function Documentation

◆ create() [1/3]

static ParticleSystemQuad* create ( )
static

Creates a Particle Emitter.

Returns
An autoreleased ParticleSystemQuad object.

◆ createWithTotalParticles()

static ParticleSystemQuad* createWithTotalParticles ( int  numberOfParticles)
static

Creates a Particle Emitter with a number of particles.

Parameters
numberOfParticlesA given number of particles.
Returns
An autoreleased ParticleSystemQuad object.

◆ create() [2/3]

static ParticleSystemQuad* create ( const std::string &  filename)
static

Creates an initializes a ParticleSystemQuad from a plist file.

This plist files can be created manually or with Particle Designer.

Parameters
filenameParticle plist file name.
Returns
An autoreleased ParticleSystemQuad object.

◆ create() [3/3]

static ParticleSystemQuad* create ( ValueMap &  dictionary)
static

Creates a Particle Emitter with a dictionary.

Parameters
dictionaryParticle dictionary.
Returns
An autoreleased ParticleSystemQuad object.

◆ setDisplayFrame()

void setDisplayFrame ( SpriteFrame spriteFrame)

Sets a new SpriteFrame as particle.

WARNING: this method is experimental. Use setTextureWithRect instead.

Parameters
spriteFrameA given sprite frame as particle texture.
Since
v0.99.4

◆ setTextureWithRect()

void setTextureWithRect ( Texture2D texture,
const Rect rect 
)

Sets a new texture with a rect.

The rect is in Points.

Since
v0.99.4 @js NA @lua NA
Parameters
textureA given texture. 8
rectA given rect, in points.

◆ listenRendererRecreated()

void listenRendererRecreated ( EventCustom event)

Listen the event that renderer was recreated on Android/WP8.

@js NA @lua NA

Parameters
eventthe event that renderer was recreated on Android/WP8.

◆ getDescription()

virtual std::string getDescription ( ) const
overridevirtual

Gets the description string.

It makes debugging easier.

Returns
A string @js NA @lua NA

Reimplemented from Node.


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