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ParticleSun Class Reference

A sun particle system. More...

#include <CCParticleExamples.h>

Inheritance diagram for ParticleSun:
ParticleSystemQuad ParticleSystem Node TextureProtocol Ref BlendProtocol

Public Member Functions

virtual bool initWithTotalParticles (int numberOfParticles)
 NA NA More...
 
- Public Member Functions inherited from ParticleSystemQuad
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 NA NA More...
 
virtual void setTexture (Texture2D *texture) override
 NA NA More...
 
virtual void updateQuadWithParticle (tParticle *particle, const Vec2 &newPosition) override
 NA NA More...
 
virtual void postStep () override
 NA NA More...
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 NA NA More...
 
virtual void setBatchNode (ParticleBatchNode *batchNode) override
 NA NA More...
 
virtual void setTotalParticles (int tp) override
 NA NA More...
 
virtual std::string getDescription () const override
 Gets the description string. More...
 
virtual ~ParticleSystemQuad ()
 NA NA More...
 
- Public Member Functions inherited from ParticleSystem
bool addParticle ()
 Add a particle to the emitter. More...
 
void initParticle (tParticle *particle)
 Initializes a particle. More...
 
void stopSystem ()
 stop emitting particles. Running particles will continue to run until they die More...
 
void resetSystem ()
 Kill all living particles. More...
 
bool isFull ()
 whether or not the system is full More...
 
virtual void updateWithNoTime (void)
 
virtual bool isAutoRemoveOnFinish () const
 
virtual void setAutoRemoveOnFinish (bool var)
 
virtual const Vec2getGravity ()
 
virtual void setGravity (const Vec2 &g)
 
virtual float getSpeed () const
 
virtual void setSpeed (float speed)
 
virtual float getSpeedVar () const
 
virtual void setSpeedVar (float speed)
 
virtual float getTangentialAccel () const
 
virtual void setTangentialAccel (float t)
 
virtual float getTangentialAccelVar () const
 
virtual void setTangentialAccelVar (float t)
 
virtual float getRadialAccel () const
 
virtual void setRadialAccel (float t)
 
virtual float getRadialAccelVar () const
 
virtual void setRadialAccelVar (float t)
 
virtual bool getRotationIsDir () const
 
virtual void setRotationIsDir (bool t)
 
virtual float getStartRadius () const
 
virtual void setStartRadius (float startRadius)
 
virtual float getStartRadiusVar () const
 
virtual void setStartRadiusVar (float startRadiusVar)
 
virtual float getEndRadius () const
 
virtual void setEndRadius (float endRadius)
 
virtual float getEndRadiusVar () const
 
virtual void setEndRadiusVar (float endRadiusVar)
 
virtual float getRotatePerSecond () const
 
virtual void setRotatePerSecond (float degrees)
 
virtual float getRotatePerSecondVar () const
 
virtual void setRotatePerSecondVar (float degrees)
 
virtual void setScale (float s)
 Sets the scale (x,y,z) of the node. More...
 
virtual void setRotation (float newRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual void setScaleX (float newScaleX)
 Sets the scale (x) of the node. More...
 
virtual void setScaleY (float newScaleY)
 Sets the scale (y) of the node. More...
 
virtual bool isActive () const
 
virtual bool isBlendAdditive () const
 
virtual void setBlendAdditive (bool value)
 
virtual ParticleBatchNodegetBatchNode () const
 
int getAtlasIndex () const
 
void setAtlasIndex (int index)
 
unsigned int getParticleCount () const
 Quantity of particles that are being simulated at the moment. More...
 
float getDuration () const
 How many seconds the emitter will run. More...
 
void setDuration (float duration)
 
const Vec2getSourcePosition () const
 sourcePosition of the emitter More...
 
void setSourcePosition (const Vec2 &pos)
 
const Vec2getPosVar () const
 Position variance of the emitter. More...
 
void setPosVar (const Vec2 &pos)
 
float getLife () const
 life, and life variation of each particle More...
 
void setLife (float life)
 
float getLifeVar () const
 life variance of each particle More...
 
void setLifeVar (float lifeVar)
 
float getAngle () const
 angle and angle variation of each particle More...
 
void setAngle (float angle)
 
float getAngleVar () const
 angle variance of each particle More...
 
void setAngleVar (float angleVar)
 
Mode getEmitterMode () const
 Switch between different kind of emitter modes: More...
 
void setEmitterMode (Mode mode)
 
float getStartSize () const
 start size in pixels of each particle More...
 
void setStartSize (float startSize)
 
float getStartSizeVar () const
 size variance in pixels of each particle More...
 
void setStartSizeVar (float sizeVar)
 
float getEndSize () const
 end size in pixels of each particle More...
 
void setEndSize (float endSize)
 
float getEndSizeVar () const
 end size variance in pixels of each particle More...
 
void setEndSizeVar (float sizeVar)
 
const Color4FgetStartColor () const
 start color of each particle More...
 
void setStartColor (const Color4F &color)
 
const Color4FgetStartColorVar () const
 start color variance of each particle More...
 
void setStartColorVar (const Color4F &color)
 
const Color4FgetEndColor () const
 end color and end color variation of each particle More...
 
void setEndColor (const Color4F &color)
 
const Color4FgetEndColorVar () const
 end color variance of each particle More...
 
void setEndColorVar (const Color4F &color)
 
float getStartSpin () const
 
void setStartSpin (float spin)
 
float getStartSpinVar () const
 
void setStartSpinVar (float pinVar)
 
float getEndSpin () const
 
void setEndSpin (float endSpin)
 
float getEndSpinVar () const
 
void setEndSpinVar (float endSpinVar)
 
float getEmissionRate () const
 emission rate of the particles More...
 
void setEmissionRate (float rate)
 
virtual int getTotalParticles () const
 maximum particles of the system More...
 
void setOpacityModifyRGB (bool opacityModifyRGB)
 does the alpha value modify color More...
 
bool isOpacityModifyRGB () const
 
bool getOpacityModifyRGB () const
 
PositionType getPositionType () const
 particles movement type: Free or Grouped More...
 
void setPositionType (PositionType type)
 
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
 
virtual Texture2DgetTexture () const override
 Returns the currently used texture. More...
 
virtual void setBlendFunc (const BlendFunc &blendFunc) override
 
virtual const BlendFuncgetBlendFunc () const override
 NA NA More...
 
virtual ~ParticleSystem ()
 NA NA More...
 
bool init ()
 initializes a ParticleSystem More...
 
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...
 
- 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. More...
 
virtual void draw () final
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and draw them recursively. More...
 
virtual void visit () final
 
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 Rect boundingBox () const
 
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 
virtual EventDispatchergetEventDispatcher () const
 
void setPhysicsBody (PhysicsBody *body)
 set the PhysicsBody that let the sprite effect with physics More...
 
PhysicsBodygetPhysicsBody () const
 get the PhysicsBody the sprite have More...
 
void removeFromPhysicsWorld ()
 remove this node from physics world. More...
 
virtual GLubyte getOpacity () const
 
virtual GLubyte getDisplayedOpacity () const
 
virtual void setOpacity (GLubyte opacity)
 
virtual void updateDisplayedOpacity (GLubyte parentOpacity)
 
virtual bool isCascadeOpacityEnabled () const
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
 
virtual const Color3BgetColor () const
 
virtual const Color3BgetDisplayedColor () const
 
virtual void setColor (const Color3B &color)
 
virtual void updateDisplayedColor (const Color3B &parentColor)
 
virtual bool isCascadeColorEnabled () const
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
 
void setOnEnterCallback (const std::function< void()> &callback)
 
const std::function< void()> & getOnEnterCallback () const
 
void setOnExitCallback (const std::function< void()> &callback)
 
const std::function< void()> & getOnExitCallback () const
 
void setonEnterTransitionDidFinishCallback (const std::function< void()> &callback)
 
const std::function< void()> & getonEnterTransitionDidFinishCallback () const
 
void setonExitTransitionDidStartCallback (const std::function< void()> &callback)
 
const std::function< void()> & getonExitTransitionDidStartCallback () const
 
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true More...
 
void setCameraMask (unsigned short mask, bool applyChildren=true)
 
virtual ~Node ()
 
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
virtual void setZOrder (int localZOrder)
 
virtual void _setLocalZOrder (int z)
 
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
virtual int getZOrder () const
 
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
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 setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 returns the normalized position More...
 
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 (void) const
 
virtual void setPositionY (float y)
 
virtual float getPositionY (void) const
 
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 void setVertexZ (float 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...
 
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 SizegetContentSize () 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 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)
 
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
 
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setRotationY (float rotationY)
 
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
 
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
void setGLServerState (int serverState)
 
int getGLServerState () const
 
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
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...
 
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...
 
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 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
 NA NA More...
 
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
 NA NA More...
 
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
 
GLProgramStategetGLProgramState () const
 
virtual void setGLProgramState (GLProgramState *glProgramState)
 
virtual void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
 
ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
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...
 
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 numberOfRunningActions () const
 
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
 
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
bool isScheduled (const std::string &key)
 Checks whether a lambda function is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
 
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 Actions are not affected by this method. More...
 
void unscheduleAllSelectors ()
 
virtual void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause (void)
 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...
 
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 void setNodeToParentTransform (const Mat4 &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...
 
virtual AffineTransform getParentToNodeAffineTransform () const
 
virtual AffineTransform parentToNodeTransform () const
 
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
virtual AffineTransform getNodeToWorldAffineTransform () const
 
virtual AffineTransform nodeToWorldTransform () const
 
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
 
virtual AffineTransform worldToNodeTransform () 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 (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
 
ComponentgetComponent (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 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 ()
 NA NA More...
 
- Public Member Functions inherited from TextureProtocol
virtual ~TextureProtocol ()
 
- Public Member Functions inherited from BlendProtocol
virtual ~BlendProtocol ()
 

Static Public Member Functions

static ParticleSuncreate ()
 
static ParticleSuncreateWithTotalParticles (int numberOfParticles)
 
- Static Public Member Functions inherited from ParticleSystemQuad
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 Public Member Functions inherited from Node
static Nodecreate ()
 Allocates and initializes a node. More...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: ParticleSun(){} virtual ~ParticleSun(){} bool init(){ return initWithTotalParticles(350)
 
- Public Attributes inherited from ParticleSystemQuad
CC_CONSTRUCTOR_ACCESS __pad0__: ParticleSystemQuad()
 
- Public Attributes inherited from ParticleSystem
CC_CONSTRUCTOR_ACCESS __pad0__: ParticleSystem()
 
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()
 

Additional Inherited Members

- Public Types inherited from ParticleSystem
enum  Mode { GRAVITY, RADIUS }
 
enum  PositionType { FREE, RELATIVE, GROUPED }
 possible types of particle positions More...
 
enum  { DURATION_INFINITY = -1, START_SIZE_EQUAL_TO_END_SIZE = -1, START_RADIUS_EQUAL_TO_END_RADIUS = -1 }
 
- Public Types inherited from Node
enum  { FLAGS_TRANSFORM_DIRTY = (1 << 0), FLAGS_CONTENT_SIZE_DIRTY = (1 << 1), FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY) }
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Protected Member Functions inherited from ParticleSystemQuad
void initIndices ()
 initializes the indices for the vertices More...
 
void initTexCoordsWithRect (const Rect &rect)
 initializes the texture with a rectangle measured Points More...
 
void updateTexCoords ()
 Updates texture coords. More...
 
void setupVBOandVAO ()
 
void setupVBO ()
 
bool allocMemory ()
 
- Protected Member Functions inherited from ParticleSystem
virtual void updateBlendFunc ()
 
- Protected Member Functions inherited from Node
void childrenAlloc (void)
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
void detachChild (Node *child, ssize_t index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
Vec2 convertToWindowSpace (const Vec2 &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
Mat4 transform (const Mat4 &parentTransform)
 
uint32_t processParentFlags (const Mat4 &parentTransform, uint32_t parentFlags)
 
virtual void updateCascadeOpacity ()
 
virtual void disableCascadeOpacity ()
 
virtual void updateCascadeColor ()
 
virtual void disableCascadeColor ()
 
virtual void updateColor ()
 
bool doEnumerate (std::string name, std::function< bool(Node *)> callback) const
 
bool doEnumerateRecursive (const Node *node, const std::string &name, std::function< bool(Node *)> callback) const
 
bool isVisitableByVisitingCamera () const
 
void updatePhysicsBodyTransform (Scene *layer)
 
virtual void updatePhysicsBodyPosition (Scene *layer)
 
virtual void updatePhysicsBodyRotation (Scene *layer)
 
virtual void updatePhysicsBodyScale (Scene *scene)
 
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 
- Protected Attributes inherited from ParticleSystemQuad
V3F_C4B_T2F_Quad_quads
 
GLushort * _indices
 
GLuint _VAOname
 
GLuint _buffersVBO [2]
 
QuadCommand _quadCommand
 
- Protected Attributes inherited from ParticleSystem
bool _isBlendAdditive
 whether or not the particles are using blend additive. More...
 
bool _isAutoRemoveOnFinish
 whether or not the node will be auto-removed when it has no particles left. More...
 
std::string _plistFile
 
float _elapsed
 time elapsed since the start of the system (in seconds) More...
 
struct {
   Vec2   gravity
 Gravity value. More...
 
   float   speed
 speed of each particle. More...
 
   float   speedVar
 speed variance of each particle. More...
 
   float   tangentialAccel
 tangential acceleration of each particle. More...
 
   float   tangentialAccelVar
 tangential acceleration variance of each particle. More...
 
   float   radialAccel
 radial acceleration of each particle. More...
 
   float   radialAccelVar
 radial acceleration variance of each particle. More...
 
   bool   rotationIsDir
 set the rotation of each particle to its direction Only available in 'Gravity' mode. More...
 
modeA
 Mode A:Gravity + Tangential Accel + Radial Accel. More...
 
struct {
   float   startRadius
 The starting radius of the particles. More...
 
   float   startRadiusVar
 The starting radius variance of the particles. More...
 
   float   endRadius
 The ending radius of the particles. More...
 
   float   endRadiusVar
 The ending radius variance of the particles. More...
 
   float   rotatePerSecond
 Number of degrees to rotate a particle around the source pos per second. More...
 
   float   rotatePerSecondVar
 Variance in degrees for rotatePerSecond. More...
 
modeB
 Mode B: circular movement (gravity, radial accel and tangential accel don't are not used in this mode) More...
 
tParticle_particles
 Array of particles. More...
 
std::string _configName
 
float _emitCounter
 How many particles can be emitted per second. More...
 
int _particleIdx
 particle idx More...
 
ParticleBatchNode_batchNode
 weak reference to the SpriteBatchNode that renders the Sprite More...
 
int _atlasIndex
 
bool _transformSystemDirty
 
int _allocatedParticles
 
bool _isActive
 Is the emitter active. More...
 
int _particleCount
 Quantity of particles that are being simulated at the moment. More...
 
float _duration
 How many seconds the emitter will run. More...
 
Vec2 _sourcePosition
 sourcePosition of the emitter More...
 
Vec2 _posVar
 Position variance of the emitter. More...
 
float _life
 life, and life variation of each particle More...
 
float _lifeVar
 life variance of each particle More...
 
float _angle
 angle and angle variation of each particle More...
 
float _angleVar
 angle variance of each particle More...
 
Mode _emitterMode
 Switch between different kind of emitter modes: More...
 
float _startSize
 start size in pixels of each particle More...
 
float _startSizeVar
 size variance in pixels of each particle More...
 
float _endSize
 end size in pixels of each particle More...
 
float _endSizeVar
 end size variance in pixels of each particle More...
 
Color4F _startColor
 start color of each particle More...
 
Color4F _startColorVar
 start color variance of each particle More...
 
Color4F _endColor
 end color and end color variation of each particle More...
 
Color4F _endColorVar
 end color variance of each particle More...
 
float _startSpin
 
float _startSpinVar
 
float _endSpin
 
float _endSpinVar
 
float _emissionRate
 emission rate of the particles More...
 
int _totalParticles
 maximum particles of the system More...
 
Texture2D_texture
 conforms to CocosNodeTexture protocol More...
 
BlendFunc _blendFunc
 conforms to CocosNodeTexture protocol More...
 
bool _opacityModifyRGB
 does the alpha value modify color More...
 
int _yCoordFlipped
 does FlippedY variance of each particle More...
 
PositionType _positionType
 particles movement type: Free or Grouped More...
 
- Protected Attributes inherited from Node
float _rotationX
 rotation on the X-axis More...
 
float _rotationY
 rotation on the Y-axis More...
 
float _rotationZ_X
 rotation angle on Z-axis, component X More...
 
float _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
float _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
float _scaleZ
 scaling factor on z-axis More...
 
Vec2 _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
Vec2 _normalizedPosition
 
bool _usingNormalizedPosition
 
bool _normalizedPositionDirty
 
float _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
Vec2 _anchorPointInPoints
 anchor point in points More...
 
Vec2 _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
bool _contentSizeDirty
 whether or not the contentSize is dirty More...
 
Mat4 _modelViewTransform
 ModelView transform of the Node. More...
 
Mat4 _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
Mat4 _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
Mat4 _additionalTransform
 transform More...
 
bool _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
bool _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
float _globalZOrder
 Global order used to sort the node. More...
 
Vector< Node * > _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
std::string _name
 a string label, an user defined string to identify this node More...
 
size_t _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Ref_userObject
 A user assigned Object. More...
 
GLProgramState_glProgramState
 OpenGL Program State. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
EventDispatcher_eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
bool _running
 is running More...
 
bool _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
PhysicsBody_physicsBody
 the physicsBody the node have More...
 
float _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
float _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
GLubyte _displayedOpacity
 
GLubyte _realOpacity
 
Color3B _displayedColor
 
Color3B _realColor
 
bool _cascadeColorEnabled
 
bool _cascadeOpacityEnabled
 
unsigned short _cameraMask
 
std::function< void()> _onEnterCallback
 
std::function< void()> _onExitCallback
 
std::function< void()> _onEnterTransitionDidFinishCallback
 
std::function< void()> _onExitTransitionDidStartCallback
 
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival
 

Detailed Description

A sun particle system.

Member Function Documentation

static ParticleSun* create ( )
static
static ParticleSun* createWithTotalParticles ( int  numberOfParticles)
static
virtual bool initWithTotalParticles ( int  numberOfParticles)
virtual

NA NA

Reimplemented from ParticleSystemQuad.

Member Data Documentation


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