ParticleSystem Class
Extends _RendererUnderSG
Module: cc
Particle System base class.
Attributes of a Particle System:
- emmision rate of the particles
- Gravity Mode (Mode A):
- gravity
- direction
- speed +- variance
- tangential acceleration +- variance
- radial acceleration +- variance
- Radius Mode (Mode B):
- startRadius +- variance
- endRadius +- variance
- rotate +- variance
- Properties common to all modes:
- life +- life variance
- start spin +- variance
- end spin +- variance
- start size +- variance
- end size +- variance
- start color +- variance
- end color +- variance
- life +- variance
- blending function
- texture
cocos2d also supports particles generated by Particle Designer (http://particledesigner.71squared.com/).
'Radius Mode' in Particle Designer uses a fixed emit rate of 30 hz. Since that can't be guarateed in cocos2d,
cocos2d uses a another approach, but the results are almost identical.
cocos2d supports all the variables used by Particle Designer plus a bit more:
- spinning particles (supported when using ParticleSystem)
- tangential acceleration (Gravity mode)
- radial acceleration (Gravity mode)
- radius direction (Radius mode) (Particle Designer supports outwards to inwards direction only)
It is possible to customize any of the above mentioned properties in runtime. Example:
Index
Properties
preview Boolean Play particle in edit mode.
custom Boolean If set custom to true, then use custom properties insteadof read particle file.
file string The plist file.
texture Texture2D .
particleCount Number Current quantity of particles that are being simulated.
srcBlendFactor BlendFactor Specify the source Blend Factor.
dstBlendFactor BlendFactor Specify the destination Blend Factor.
playOnLoad Boolean If set to true, the particle system will automatically start playing on onLoad.
autoRemoveOnFinish Boolean Indicate whether the owner node will be auto-removed when it has no particles left.
active Boolean Indicate whether the particle system is activated.
totalParticles Number Maximum particles of the system.
duration Number How many seconds the emitter wil run.
emissionRate Number Emission rate of the particles.
life Number Life of each particle setter.
lifeVar Number Variation of life.
startColor Color Start color of each particle.
startColorVar Color Variation of the start color.
endColor Color Ending color of each particle.
endColorVar Color Variation of the end color.
angle Number Angle of each particle setter.
angleVar Number Variation of angle of each particle setter.
startSize Number Start size in pixels of each particle.
startSizeVar Number Variation of start size in pixels.
endSize Number End size in pixels of each particle.
endSizeVar Number Variation of end size in pixels.
startSpin Number Start angle of each particle.
startSpinVar Number Variation of start angle.
endSpin Number End angle of each particle.
endSpinVar Number Variation of end angle.
sourcePos Vec2 Source position of the emitter.
posVar Vec2 Variation of source position.
positionType ParticleSystem.PositionType Particles movement type.
emitterMode ParticleSystem.EmitterMode Particles emitter modes.
gravity Vec2 Gravity of the emitter.
speed Number Speed of the emitter.
speedVar Number Variation of the speed.
tangentialAccel Number Tangential acceleration of each particle.
tangentialAccelVar Number Variation of the tangential acceleration.
radialAccel Number Acceleration of each particle.
radialAccelVar Number Variation of the radial acceleration.
rotationIsDir Boolean Indicate whether the rotation of each particle equals to its direction.
startRadius Number Starting radius of the particles.
startRadiusVar Number Variation of the starting radius.
endRadius Number Ending radius of the particles.
endRadiusVar Number Variation of the ending radius.
rotatePerS Number Number of degress to rotate a particle around the source pos per second.
rotatePerSVar Number Variation of the degress to rotate a particle around the source pos per second.
DURATION_INFINITY Number The Particle emitter lives forever.
START_SIZE_EQUAL_TO_END_SIZE Number The starting size of the particle is equal to the ending size.
START_RADIUS_EQUAL_TO_END_RADIUS Number The starting radius of the particle is equal to the ending radius.
_sgNode _ccsg.Node Reference to the instance of _ccsg.Node
__eventTargets Array Register all related EventTargets,...
node Node The node this component is attached to.
uuid String The uuid for editor.
_enabled Boolean
enabled Boolean indicates whether this component is enabled or not.
enabledInHierarchy Boolean indicates whether this component is enabled and its node is also active in the hierarchy.
_isOnLoadCalled Number Returns a value which used to indicate the onLoad get called or not.
_name String
_objFlags Number
name String The name of the object.
isValid Boolean Indicates whether the object is not yet destroyed.
Methods
addParticle Add a particle to the emitter.
stopSystem Stop emitting particles.
resetSystem Kill all living particles.
isFull Whether or not the system is full.
setDisplayFrame WARNING: this method is experimental.
setTextureWithRect Sets a new texture with a rect.
_createSgNode Create and returns your new scene graph node (SGNode) to add to scene graph.
_initSgNode
_removeSgNode
update Update is called every frame, if the Component is enabled.
lateUpdate LateUpdate is called every frame, if the Component is enabled.
__preload __preload is called before every onLoad.
onLoad When attaching to an active node or its node first activated.
start Called before all scripts' update if the Component is enabled the first time.
onEnable Called when this component becomes enabled and its node is active.
onDisable Called when this component becomes disabled or its node becomes inactive.
onDestroy Called when this component will be destroyed.
onFocusInEditor
onLostFocusInEditor
resetInEditor Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used.
addComponent Adds a component class to the node.
getComponent Returns the component of supplied type if the node has one attached, null if it doesn't....
getComponents Returns all components of supplied Type in the node.
getComponentInChildren Returns the component of supplied type in any of its children using depth first search.
getComponentsInChildren Returns the components of supplied type in self or any of its children using depth first search.
_getLocalBounds If the component's bounding box is different from the node's, you can implement this method to supply
onRestore for undo/redo operation.
schedule Schedules a custom selector....
scheduleOnce Schedules a callback function that runs only once, with a delay of 0 or larger.
unschedule Unschedules a custom callback function.
unscheduleAllCallbacks unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function....
destroy Actual object destruction will delayed until before rendering.
_destruct Clear all references in the instance.
_onPreDestroy Called before the object being destroyed.
_serialize The customized serialization for this object.
_deserialize Init this object from the custom serialized data.
Details
Properties
preview
Play particle in edit mode.
custom
If set custom to true, then use custom properties insteadof read particle file.
file
The plist file.
texture
.
particleCount
Current quantity of particles that are being simulated.
srcBlendFactor
Specify the source Blend Factor.
dstBlendFactor
Specify the destination Blend Factor.
playOnLoad
If set to true, the particle system will automatically start playing on onLoad.
autoRemoveOnFinish
Indicate whether the owner node will be auto-removed when it has no particles left.
active
Indicate whether the particle system is activated.
totalParticles
Maximum particles of the system.
duration
How many seconds the emitter wil run. -1 means 'forever'.
emissionRate
Emission rate of the particles.
life
Life of each particle setter.
lifeVar
Variation of life.
startColor
Start color of each particle.
startColorVar
Variation of the start color.
endColor
Ending color of each particle.
endColorVar
Variation of the end color.
angle
Angle of each particle setter.
angleVar
Variation of angle of each particle setter.
startSize
Start size in pixels of each particle.
startSizeVar
Variation of start size in pixels.
endSize
End size in pixels of each particle.
endSizeVar
Variation of end size in pixels.
startSpin
Start angle of each particle.
startSpinVar
Variation of start angle.
endSpin
End angle of each particle.
endSpinVar
Variation of end angle.
sourcePos
Source position of the emitter.
posVar
Variation of source position.
positionType
Particles movement type.
emitterMode
Particles emitter modes.
gravity
Gravity of the emitter.
speed
Speed of the emitter.
speedVar
Variation of the speed.
tangentialAccel
Tangential acceleration of each particle. Only available in 'Gravity' mode.
tangentialAccelVar
Variation of the tangential acceleration.
radialAccel
Acceleration of each particle. Only available in 'Gravity' mode.
radialAccelVar
Variation of the radial acceleration.
rotationIsDir
Indicate whether the rotation of each particle equals to its direction. Only available in 'Gravity' mode.
startRadius
Starting radius of the particles. Only available in 'Radius' mode.
startRadiusVar
Variation of the starting radius.
endRadius
Ending radius of the particles. Only available in 'Radius' mode.
endRadiusVar
Variation of the ending radius.
rotatePerS
Number of degress to rotate a particle around the source pos per second. Only available in 'Radius' mode.
rotatePerSVar
Variation of the degress to rotate a particle around the source pos per second.
DURATION_INFINITY
The Particle emitter lives forever.
START_SIZE_EQUAL_TO_END_SIZE
The starting size of the particle is equal to the ending size.
START_RADIUS_EQUAL_TO_END_RADIUS
The starting radius of the particle is equal to the ending radius.
_sgNode
Reference to the instance of _ccsg.Node
If it is possible to return null from your overloaded _createSgNode,
then you should always check for null before using this property and reimplement __preload.
__eventTargets
Register all related EventTargets,
all event callbacks will be removed in _onPreDestroy
node
The node this component is attached to. A component is always attached to a node.
Examples
cc.log(comp.node);
uuid
The uuid for editor.
Examples
cc.log(comp.uuid);
_enabled
enabled
indicates whether this component is enabled or not.
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy
indicates whether this component is enabled and its node is also active in the hierarchy.
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled
Returns a value which used to indicate the onLoad get called or not.
Examples
cc.log(this._isOnLoadCalled > 0);
_name
_objFlags
name
The name of the object.
Examples
obj.name = "New Obj";
isValid
Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
When an object's destroy is called, it is actually destroyed after the end of this frame.
So isValid will return false from the next frame, while isValid in the current frame will still be true.
If you want to determine whether the current frame has called destroy, use cc.isValid(obj, true),
but this is often caused by a particular logical requirements, which is not normally required.
Examples
var node = new cc.Node();
cc.log(node.isValid);
node.destroy();
cc.log(node.isValid);
cc.log(node.isValid);
Methods
addParticle
Add a particle to the emitter.
stopSystem
Stop emitting particles. Running particles will continue to run until they die.
Examples
myParticleSystem.stopSystem();
resetSystem
Kill all living particles.
Examples
myParticleSystem.resetSystem();
isFull
Whether or not the system is full.
setDisplayFrame
Sets a new CCSpriteFrame as particle.
WARNING: this method is experimental. Use setTextureWithRect instead.
Parameters
setTextureWithRect
Sets a new texture with a rect. The rect is in texture position and size.
Parameters
_createSgNode
Create and returns your new scene graph node (SGNode) to add to scene graph.
You should call the setContentSize of the SGNode if its size should be the same with the node's.
_initSgNode
_removeSgNode
update
Update is called every frame, if the Component is enabled.
Parameters
dt Number the delta time in seconds it took to complete the last frame
lateUpdate
LateUpdate is called every frame, if the Component is enabled.
__preload
__preload is called before every onLoad.
It is used to initialize the builtin components internally,
to avoid checking whether onLoad is called before every public method calls.
This method should be removed if script priority is supported.
onLoad
When attaching to an active node or its node first activated.
onLoad is always called before any start functions, this allows you to order initialization of scripts.
start
Called before all scripts' update if the Component is enabled the first time.
Usually used to initialize some logic which need to be called after all components' onload methods called.
onEnable
Called when this component becomes enabled and its node is active.
onDisable
Called when this component becomes disabled or its node becomes inactive.
onDestroy
Called when this component will be destroyed.
onFocusInEditor
onLostFocusInEditor
resetInEditor
Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.
addComponent
Adds a component class to the node. You can also add component to node by passing in the name of the script.
Parameters
typeOrClassName Function | String the constructor or the class name of the component to add
Examples
var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");
getComponent
Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.
Parameters
Examples
var sprite = node.getComponent(cc.Sprite);
var test = node.getComponent("Test");
getComponents
Returns all components of supplied Type in the node.
Parameters
Examples
var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");
getComponentInChildren
Returns the component of supplied type in any of its children using depth first search.
Parameters
Examples
var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");
getComponentsInChildren
Returns the components of supplied type in self or any of its children using depth first search.
Parameters
Examples
var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");
_getLocalBounds
If the component's bounding box is different from the node's, you can implement this method to supply
a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.
Parameters
out_rect Rect the Rect to receive the bounding box
onRestore
onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs
an undo operation on this component.
If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.
The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.
Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.
This function is only called in editor mode.
schedule
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
Parameters
callback function The callback function
interval Number Tick interval in seconds. 0 means tick every frame.
repeat Number The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.
delay Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);
scheduleOnce
Schedules a callback function that runs only once, with a delay of 0 or larger.
Parameters
callback function A function wrapped as a selector
delay Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);
unschedule
Unschedules a custom callback function.
Parameters
callback_fn function A function wrapped as a selector
Examples
this.unschedule(_callback);
unscheduleAllCallbacks
unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.
Examples
this.unscheduleAllCallbacks();
destroy
Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
From the next frame, this object is not usable any more.
You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.
Examples
obj.destroy();
_destruct
Clear all references in the instance.
NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject.
You can override the _destruct method if you need, for example:
_destruct: function () {
for (var key in this) {
if (this.hasOwnProperty(key)) {
switch (typeof this[key]) {
case 'string':
this[key] = '';
break;
case 'object':
case 'function':
this[key] = null;
break;
}
}
}
_onPreDestroy
Called before the object being destroyed.
_serialize
The customized serialization for this object. (Editor Only)
Parameters
_deserialize
Init this object from the custom serialized data.
Parameters
data Object the serialized json data
ctx _Deserializer