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Class ParticleSystem2D

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:
example

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

Hierarchy

Index

Constructors

Properties

Accessors

Methods

Constructors

constructor

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

Protected _assembler

_assembler: IAssembler | null = null

Protected _blendHash

_blendHash: number = 0

Protected _blendState

_blendState: BlendState = new BlendState()

Protected _color

_color: Color = Color.WHITE.clone()

Private _custom

_custom: boolean = false

Protected _customMaterial

_customMaterial: Material | null = null

Private _deferredloaded

_deferredloaded: boolean = false

Protected _delegateSrc

_delegateSrc: Node | null = null

Protected _dstBlendFactor

_dstBlendFactor: BlendFactor = BlendFactor.ONE_MINUS_SRC_ALPHA

Private _enabled

_enabled: boolean = true

Private _endColor

_endColor: Color = new Color(255, 255, 255, 0)

Private _endColorVar

_endColorVar: Color = new Color(0, 0, 0, 0)

Private _file

_file: ParticleAsset | null = null

Private _focused

_focused: boolean

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _instanceMaterialType

_instanceMaterialType: InstanceMaterialType = InstanceMaterialType.ADD_COLOR_AND_TEXTURE

Protected _lastParent

_lastParent: Node | null = null

Protected _materialInstances

_materialInstances: (null | MaterialInstance)[] = []

Protected _materials

_materials: (null | Material)[] = []

Protected _models

_models: Model[] = []

Protected _name

_name: string

_objFlags

_objFlags: number

Private _plistFile

_plistFile: any

Private _positionType

_positionType: number = PositionType.FREE

Protected _postAssembler

_postAssembler: IAssembler | null = null

Private _previewTimer

_previewTimer: any

Protected _renderData

_renderData: RenderData | null = null

Protected _renderDataFlag

_renderDataFlag: boolean = true

Protected _renderFlag

_renderFlag: boolean = true

_renderSpriteFrame

_renderSpriteFrame: SpriteFrame | null

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

_simulator

_simulator: Simulator

Private _spriteFrame

_spriteFrame: SpriteFrame | null = null

Protected _srcBlendFactor

_srcBlendFactor: BlendFactor = BlendFactor.SRC_ALPHA

Private _startColor

_startColor: Color = new Color(255, 255, 255, 255)

Private _startColorVar

_startColorVar: Color = new Color(0, 0, 0, 0)

Private _stopped

_stopped: boolean = true

Private _tiffReader

_tiffReader: any

Private _totalParticles

_totalParticles: number = 150

Protected _visFlags

_visFlags: number = Layers.Enum.NONE

angle

angle: number = 90

Angle of each particle setter.

angleVar

angleVar: number = 20

Variation of angle of each particle setter.

aspectRatio

aspectRatio: number = 1

Private autoRemoveOnFinish

autoRemoveOnFinish: boolean = false

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

duration

duration: number = -1

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

emissionRate

emissionRate: number = 10

Emission rate of the particles.

emitterMode

emitterMode: number = EmitterMode.GRAVITY

Particles emitter modes.

endRadius

endRadius: number = 0

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

endRadiusVar

endRadiusVar: number = 0

Variation of the ending radius.

endSize

endSize: number = 0

End size in pixels of each particle.

endSizeVar

endSizeVar: number = 0

Variation of end size in pixels.

endSpin

endSpin: number = 0

End angle of each particle.

endSpinVar

endSpinVar: number = 0

Variation of end angle.

gravity

gravity: Vec2 = Vec2.ZERO.clone()

Gravity of the emitter.

life

life: number = 1

Life of each particle setter.

lifeVar

lifeVar: number = 0

Variation of life.

node

node: Node = NullNode

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

example
import { log } from 'cc';
log(comp.node);

Private playOnLoad

playOnLoad: boolean = true

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

posVar

posVar: Vec2 = Vec2.ZERO.clone()

Variation of source position.

Private preview

preview: boolean = true

Play particle in edit mode.

radialAccel

radialAccel: number = 0

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

radialAccelVar

radialAccelVar: number = 0

Variation of the radial acceleration.

rotatePerS

rotatePerS: number = 0

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

rotatePerSVar

rotatePerSVar: number = 0

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

rotationIsDir

rotationIsDir: boolean = false

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

sourcePos

sourcePos: Vec2 = Vec2.ZERO.clone()

Source position of the emitter.

speed

speed: number = 180

Speed of the emitter.

speedVar

speedVar: number = 50

Variation of the speed.

startRadius

startRadius: number = 0

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

startRadiusVar

startRadiusVar: number = 0

Variation of the starting radius.

startSize

startSize: number = 50

Start size in pixels of each particle.

startSizeVar

startSizeVar: number = 0

Variation of start size in pixels.

startSpin

startSpin: number = 0

Start angle of each particle.

startSpinVar

startSpinVar: number = 0

Variation of start angle.

stencilStage

stencilStage: Stage = Stage.DISABLED

The component stencil stage (please do not any modification directly on this object)

tangentialAccel

tangentialAccel: number = 80

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

tangentialAccelVar

tangentialAccelVar: number = 0

Variation of the tangential acceleration.

Static Assembler

Assembler: IAssemblerManager | null = null

The render data assembler

Static BlendState

BlendState: BlendFactor = BlendFactor

The blend factor enums

see

BlendFactor

Static Readonly DURATION_INFINITY

DURATION_INFINITY: -1 = DURATION_INFINITY

Static EmitterMode

EmitterMode: { GRAVITY: number; RADIUS: number } = EmitterMode

Type declaration

  • GRAVITY: number
    en

    Uses gravity, speed, radial and tangential acceleration.

    zh

    重力模式,模拟重力,可让粒子围绕一个中心点移近或移远。

  • RADIUS: number
    en

    Uses radius movement + rotation.

    zh

    半径模式,可以使粒子以圆圈方式旋转,它也可以创造螺旋效果让粒子急速前进或后退。

Static PositionType

PositionType: { FREE: number; GROUPED: number; RELATIVE: number } = PositionType

Type declaration

  • FREE: number
    en

    Living particles are attached to the world and are unaffected by emitter repositioning.

    zh

    自由模式,相对于世界坐标,不会随粒子节点移动而移动。(可产生火焰、蒸汽等效果)

  • GROUPED: number
    en

    Living particles are attached to the emitter and are translated along with it.

    zh

    整组模式,粒子跟随发射器移动。(不会发生拖尾)

  • RELATIVE: number
    en

    In the relative mode, the particle will move with the parent node, but not with the node where the particle is. For example, the coffee in the cup is steaming. Then the steam moves (forward) with the train, rather than moves with the cup.

    zh

    相对模式,粒子会跟随父节点移动,但不跟随粒子所在节点移动,例如在一列行进火车中,杯中的咖啡飘起雾气, 杯子移动,雾气整体并不会随着杯子移动,但从火车整体的角度来看,雾气整体会随着火车移动。

Static PostAssembler

PostAssembler: IAssemblerManager | null = null

The post render data assembler

Static Readonly START_RADIUS_EQUAL_TO_END_RADIUS

START_RADIUS_EQUAL_TO_END_RADIUS: -1 = START_RADIUS_EQUAL_TO_END_RADIUS

Static Readonly START_SIZE_EQUAL_TO_END_SIZE

START_SIZE_EQUAL_TO_END_SIZE: -1 = START_SIZE_EQUAL_TO_END_SIZE

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

active

  • get active(): boolean

assembler

  • get assembler(): null | IAssembler

blendHash

  • get blendHash(): number

color

  • get color(): Readonly<Color>
  • set color(value: {}): void

custom

  • get custom(): boolean
  • set custom(value: boolean): void

customMaterial

  • get customMaterial(): null | Material
  • set customMaterial(val: null | Material): void

delegateSrc

  • set delegateSrc(value: Node): void

dstBlendFactor

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void

enabledInHierarchy

  • get enabledInHierarchy(): boolean

endColor

  • get endColor(): Color
  • set endColor(val: Color): void

endColorVar

  • get endColorVar(): Color
  • set endColorVar(val: Color): void

file

isValid

  • get isValid(): boolean
  • 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 isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

material

materials

name

  • get name(): string
  • set name(value: string): void

particleCount

  • get particleCount(): number

positionType

  • get positionType(): number
  • set positionType(val: number): void

renderData

  • get renderData(): null | RenderData

sharedMaterial

sharedMaterials

  • get sharedMaterials(): (null | Material)[]
  • set sharedMaterials(val: (null | Material)[]): void

spriteFrame

srcBlendFactor

startColor

  • get startColor(): Color
  • set startColor(val: Color): void

startColorVar

  • get startColorVar(): Color
  • set startColorVar(val: Color): void

stopped

  • get stopped(): boolean

totalParticles

  • get totalParticles(): number
  • set totalParticles(value: number): void

uuid

  • get uuid(): string

visibility

  • get visibility(): number
  • set visibility(val: number): void

Methods

preload

  • __preload(): void

applyFile

  • _applyFile(): void

applySpriteFrame

  • _applySpriteFrame(): void

Protected attachToScene

  • _attachToScene(): void

Protected canRender

  • _canRender(): boolean

Protected checkAndUpdateRenderData

  • _checkAndUpdateRenderData(): void

Protected clearMaterials

  • _clearMaterials(): void

collectModels

  • _collectModels(): Model[]

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • 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; } } }

    Returns void

Protected detachFromScene

  • _detachFromScene(): void

finishedSimulation

  • _finishedSimulation(): void

Protected flushAssembler

  • _flushAssembler(): void

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • 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 store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

getTexture

initTextureWithDictionary

  • initTextureWithDictionary(dict: any): boolean

initWithDictionary

  • initWithDictionary(dict: any): boolean

instantiate

  • instantiate(cloned: any): any

Protected nodeStateChange

Protected onMaterialModified

  • onMaterialModified(index: number, material: Material | null): void

onPreDestroy

  • _onPreDestroy(): void

Protected onRebuildPSO

  • onRebuildPSO(index: number, material: Material | null): void

onTextureLoaded

  • _onTextureLoaded(): void

Protected onVisibilityChange

  • onVisibilityChange(val: any): void

Protected postCanRender

  • _postCanRender(): void

Protected postRender

  • postRender(render: Batcher2D): void

Protected render

  • render(render: Batcher2D): void

Private startPreview

  • _startPreview(): void

Private stopPreview

  • _stopPreview(): void

syncAspect

  • _syncAspect(): void

updateBlendFunc

  • _updateBlendFunc(): void

Protected updateColor

  • _updateColor(): void

updateMaterial

  • _updateMaterial(): void

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null

addParticle

  • addParticle(): void

destroy

  • destroy(): boolean

destroyRenderData

  • destroyRenderData(): void

getBlendState

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

getMaterial

  • getMaterial(idx: number): Material | null

getMaterialInstance

  • getMaterialInstance(idx: number): Material | null

getRenderMaterial

  • getRenderMaterial(index: number): Material | null

Private initProperties

  • initProperties(): void

isFull

  • isFull(): boolean

Protected lateUpdate

  • lateUpdate(dt: any): void

markForUpdateRenderData

  • markForUpdateRenderData(enable?: boolean): void

onDestroy

  • onDestroy(): void

onDisable

  • onDisable(): void

onEnable

  • onEnable(): void

onFocusInEditor

  • onFocusInEditor(): void

Protected Optional onLoad

  • onLoad(): void
  • 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.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

onLostFocusInEditor

  • onLostFocusInEditor(): void

onRestore

  • onRestore(): void

postUpdateAssembler

  • postUpdateAssembler(render: Batcher2D): void
  • Post render data submission procedure, it's executed after assembler updated for all children. It may assemble some extra render data to the geometry buffers, or it may only change some render states. Don't call it unless you know what you are doing.

    Parameters

    • render: Batcher2D

    Returns void

requestRenderData

  • requestRenderData(): RenderData

Optional resetInEditor

  • resetInEditor(): void

resetSystem

  • resetSystem(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • Schedules a custom task.
    If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • Schedules a task that runs only once, with a delay of 0 or larger.

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

setMaterial

  • setMaterial(material: Material | null, index: number): void

setMaterialInstance

  • setMaterialInstance(index: number, matInst: Material | null): void

Protected Optional start

  • start(): void
  • 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.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

stopSystem

  • stopSystem(): void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

Protected Optional update

  • update(dt: number): void
  • Update is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

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

    Returns void

updateAssembler

  • updateAssembler(render: Batcher2D): void
  • Render data submission procedure, it update and assemble the render data to 2D data buffers before all children submission process. Usually called each frame when the ui flow assemble all render data to geometry buffers. Don't call it unless you know what you are doing.

    Parameters

    • render: Batcher2D

    Returns void

updateBlendHash

  • updateBlendHash(): void

Protected updateMaterial

  • updateMaterial(): void

Static deferredDestroy

  • _deferredDestroy(): void

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