Beispiel #1
0
		ParticleMeteorSystem() : wyQuadParticleSystem(150) {
	        // duration
	        setDuration(PARTICLE_DURATION_INFINITY);

	        // gravity
	        setParticleGravity(DP(-133.33f), DP(133.33f));

	        // angle
	        setDirectionAngleVariance(90, 360);

	        // speed of particles
	        setSpeedVariance(DP(10), DP(3.33f));

	        // life of particles
	        setLifeVariance(2, 1);

	        // size, in pixels
	        setStartSizeVariance(DP(40.0f), DP(6.6f));

	        // emits per second
	        setEmissionRate(getMaxParticles() / getLife());

	        // color of particles
	        setStartColorVariance(0.2f, 0.4f, 0.7f, 1.0f, 0.0f, 0.0f, 0.2f, 0.1f);
	        setEndColorVariance(0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f);

	        //set texture
	        setTexture(wyTexture2D::makePNG(RES("R.drawable.fire")));

	    	// additive
	    	setBlendAdditive(true);
		}
Beispiel #2
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		ParticleFireSystem() : wyQuadParticleSystem(250){
	        // duration
	        setDuration(PARTICLE_DURATION_INFINITY);

	        // angle
	        setDirectionAngleVariance(90, 10);

	        // life of particles
	        setLifeVariance(3.0f, 0.25f);

	        // speed of particles
	        setSpeedVariance(60, 20);

	        // size, in pixels
	        setStartSizeVariance(100.0f, 10.0f);

	        // emits per frame
	        setEmissionRate(getMaxParticles() / getLife());

	        // color of particles
	        setStartColorVariance(0.76f, 0.25f, 0.12f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
	        setEndColorVariance(0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f);

	        //set texture
	        setTexture(wyTexture2D::makePNG(RES("R.drawable.fire")));

	    	// additive
	    	setBlendAdditive(true);
		}
Beispiel #3
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		ParticleExplosionSystem() : wyQuadParticleSystem(700){
	        // duration
	        setDuration(0.1f);

	        // gravity
	        setParticleGravity(0, -100);

	        // angle
	        setDirectionAngleVariance(90, 360);

	        // speed of particles
	        setSpeedVariance(70, 40);

	        // life of particles
	        setLifeVariance(5.0f, 2.0f);

	        // size, in pixels
	        setStartSizeVariance(15.0f, 10.0f);

	        // emits per second
	        setEmissionRate(getMaxParticles() / getDuration());

	        // color of particles
	        setStartColorVariance(0.7f, 0.1f, 0.2f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f);
	        setEndColorVariance(0.5f, 0.5f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f);

	        //set texture
	        setTexture(wyTexture2D::makePNG(RES("R.drawable.stars")));
		}
Beispiel #4
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		ParticleSpiralSystem() : wyQuadParticleSystem(500){
	        // duration
	        setDuration(PARTICLE_DURATION_INFINITY);

	        // angle
	        setDirectionAngleVariance(90, 0);

	        // speed of particles
	        setSpeedVariance(150, 0);

	        // radial
	        setRadialAccelerationVariance(-380, 0);

	        // tagential
	        setTangentialAccelerationVariance(45, 0);

	        // life of particles
	        setLifeVariance(12, 0);

	        // size, in pixels
	        setStartSizeVariance(20, 0);

	        // emits per second
	        setEmissionRate(getMaxParticles() / getLife());

	        // color of particles
	        setStartColorVariance(0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f);
	        setEndColorVariance(0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f);

	        //set texture
	        setTexture(wyTexture2D::makePNG(RES("R.drawable.fire")));

	    	// additive
	    	setBlendAdditive(false);
		}
Beispiel #5
0
		ParticleSmokeSystem() : wyQuadParticleSystem(200){
	        // duration
	        setDuration(PARTICLE_DURATION_INFINITY);

	        // angle
	        setDirectionAngleVariance(90, 5);

	        // position var
	        setParticlePositionVariance(0, 0, 20, 0);

	        // life of particles
	        setLifeVariance(4, 1);

	        // speed of particles
	        setSpeedVariance(25, 10);

	        // size, in pixels
	        setStartSizeVariance(60, 10);

	        // emits per frame
	        setEmissionRate(getMaxParticles() / getLife());

	        // color of particles
	        setStartColorVariance(0.8f, 0.8f, 0.8f, 1.0f, 0.02f, 0.02f, 0.02f, 0.0f);
	        setEndColorVariance(0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f);

	        //set texture
	        setTexture(wyTexture2D::makePNG(RES("R.drawable.fire")));

	    	// additive
	    	setBlendAdditive(false);
		}
Beispiel #6
0
		ParticleRingSystem() : wyQuadParticleSystem(250){
	        // duration
	        setDuration(PARTICLE_DURATION_INFINITY);

	        // angle
	        setDirectionAngleVariance(90, 360);

	        // speed of particles
	        setSpeedVariance(100, 0);

	        // radial
	        setRadialAccelerationVariance(-60, 0);

	        // tagential
	        setTangentialAccelerationVariance(15, 0);

	        // life of particles
	        setLifeVariance(10, 0);

	        // size, in pixels
	        setStartSizeVariance(30.0f, 10.0f);

	        // emits per second
	        setEmissionRate(10000);

	        // color of particles
	        setStartColorVariance(0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.5f, 0.5f, 0.5f);
	        setEndColorVariance(0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f);

	        //set texture
	        setTexture(wyTexture2D::makePNG(RES("R.drawable.stars")));

	    	// additive
	    	setBlendAdditive(true);
		}
void ParticlePerformTest4::doTest()
{
    auto s = Director::getInstance()->getWinSize();
    auto particleSystem = (ParticleSystem*) getChildByTag(kTagParticleSystem);

    // duration
    particleSystem->setDuration(-1);

    // gravity
    particleSystem->setGravity(Vec2(0,-90));

    // angle
    particleSystem->setAngle(90);
    particleSystem->setAngleVar(0);

    // radial
    particleSystem->setRadialAccel(0);
    particleSystem->setRadialAccelVar(0);

    // speed of particles
    particleSystem->setSpeed(180);
    particleSystem->setSpeedVar(50);

    // emitter position
    particleSystem->setPosition(Vec2(s.width/2, 100));
    particleSystem->setPosVar(Vec2(s.width/2,0));

    // life of particles
    particleSystem->setLife(2.0f);
    particleSystem->setLifeVar(1);

    // emits per frame
    particleSystem->setEmissionRate(particleSystem->getTotalParticles() / particleSystem->getLife());

    // color of particles
    Color4F startColor(0.5f, 0.5f, 0.5f, 1.0f);
    particleSystem->setStartColor(startColor);

    Color4F startColorVar(0.5f, 0.5f, 0.5f, 1.0f);
    particleSystem->setStartColorVar(startColorVar);

    Color4F endColor(0.1f, 0.1f, 0.1f, 0.2f);
    particleSystem->setEndColor(endColor);

    Color4F endColorVar(0.1f, 0.1f, 0.1f, 0.2f);   
    particleSystem->setEndColorVar(endColorVar);

    // size, in pixels
    particleSystem->setEndSize(64.0f);
    particleSystem->setStartSize(64.0f);
    particleSystem->setEndSizeVar(0);
    particleSystem->setStartSizeVar(0);

    // additive
    particleSystem->setBlendAdditive(false);

}
void Tutorial::Crash()// draws the animation for a crash and pasticles that fly out from there
{
	//animation code
	auto spritecache = SpriteFrameCache::getInstance();
	spritecache->addSpriteFramesWithFile("GameScreen/explosion.plist");
	cocos2d::SpriteFrame* spriteFrame = spritecache->getSpriteFrameByName("explosion0.png");
	cocos2d::Vector<cocos2d::Sprite *> m_aiSprites;
	cocos2d::Vector<cocos2d::SpriteFrame*> m_animFrames;
	for (int i = 0; i < 23; i++)
	{
		// Get a SpriteFrame using a name from the spritesheet .plist file.
		m_animFrames.pushBack(spritecache->getSpriteFrameByName("explosion" + std::to_string(i) + ".png"));
	}
	// Create the animation out of the frames.
	Animation* animation = Animation::createWithSpriteFrames(m_animFrames, 0.065);
	Animate* animate = Animate::create(animation);
	// Create a sprite using any one of the SpriteFrames
	// This is so we get a sprite of the correct dimensions.
	auto sprite = Sprite::createWithSpriteFrame(m_animFrames.at(0));
	// Run and repeat the animation.
	sprite->setScale(3.0f);
	sprite->runAction(RepeatForever::create(animate));
	sprite->setPosition(Vec2(player->getPosition().x, player->getPosition().y - 5));
	this->addChild(sprite, 10);
	m_aiSprites.pushBack(sprite);


	//code for the particles that will be coloured orange
	auto size = Director::getInstance()->getWinSize();
	auto m_emitter = ParticleExplosion::createWithTotalParticles(900);
	m_emitter->setDuration(-1);
	m_emitter->setGravity(Point(0, -240));
	m_emitter->setAngle(0);
	m_emitter->setAngleVar(180);
	m_emitter->setRadialAccel(25);
	m_emitter->setRadialAccelVar(0);
	m_emitter->setTangentialAccel(10);
	m_emitter->setTangentialAccelVar(0);
	m_emitter->setPosVar(Point(1, 0));
	m_emitter->setLife(0.25);
	m_emitter->setLifeVar(0.50);
	m_emitter->setStartSpin(0);
	m_emitter->setStartSpinVar(0);
	m_emitter->setEndSpin(0);
	m_emitter->setEndSpinVar(0);
	m_emitter->setStartColor(Color4F(212, 73, 0, 1));
	m_emitter->setStartColorVar(Color4F(0, 0, 0, 0));
	m_emitter->setEndColor(Color4F(212, 73, 0, 1));
	m_emitter->setEndColorVar(Color4F(0, 0, 0, 0));
	m_emitter->setStartSize(20.0f);
	m_emitter->setStartSizeVar(0);
	m_emitter->setEndSize(15.0f);
	m_emitter->setEndSizeVar(0);
	m_emitter->setEmissionRate(275);
	m_emitter->setPosition(Vec2(player->getPosition().x, player->getPosition().y - 15));
	addChild(m_emitter, 10);
}
void SplashParticleSystem::init()
{
    m_cycleSpeed = SPLASH_CYCLE_SPEED;
    m_numParticles = NUM_PARTICLES_SPLASH;
    m_useOpacity = false;
    m_randOpacity = true;
    this->TornadoParticleSystem::init();
    setEmissionRate((int)((m_numParticles * abs(m_cycleSpeed)) / m_tornado->getHeight() * 0.25));
}
Beispiel #10
0
		ParticleFireworkSystem() : wyQuadParticleSystem(300){
			// duration
			setDuration(PARTICLE_DURATION_INFINITY);

			// gravity
			setParticleGravity(0, -90);

			// angle
			setDirectionAngleVariance(90, 20);

			// speed of particles
			setSpeedVariance(180, 50);

			// life of particles
			setLifeVariance(3.5f, 1.0f);

			// emits per frame
			setEmissionRate(getMaxParticles() / getLife());

			// color of particles
			setStartColorVariance(0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f);
			setEndColorVariance(0.1f, 0.1f, 0.1f, 0.2f, 0.1f, 0.1f, 0.1f, 0.2f);

			// size, in pixels
			setStartSizeVariance(8.0f, 2.0f);
			setEndSizeVariance(PARTICLE_START_SIZE_EQUAL_TO_END_SIZE, 0);

	    	// emits per second
	        setEmissionRate(getMaxParticles() / getLife());

	        //set texture
	        setTexture(wyTexture2D::makePNG(RES("R.drawable.fire")));

	    	// additive
	    	setBlendAdditive(false);
		}
Beispiel #11
0
		ParticleSnowSystem() : wyQuadParticleSystem(700){
	        // duration
	        setDuration(PARTICLE_DURATION_INFINITY);

	        // gravity
	        setParticleGravity(0, -10);

	        // angle
	        setDirectionAngleVariance(-90, 5);

	        // speed of particles
	        setSpeedVariance(130, 30);

	        // radial
	        setRadialAccelerationVariance(0, 1);

	        // tagential
	        setTangentialAccelerationVariance(0, 1);

	        // emitter position
	        setParticlePositionVariance(0, 0, wyDevice::winWidth / 2, 0);

	        // life of particles
	        setLifeVariance(3, 1);

	        // size, in pixels
	        setStartSizeVariance(10, 5);

	        // emits per second
	        setEmissionRate(getMaxParticles() / getLife());

	        // color of particles
	        setStartColorVariance(0.9f, 0.9f, 0.9f, 1.0f, 0.0f, 0.0f, 0.1f, 0.0f);
	        setEndColorVariance(1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);

	        //set texture
	        setTexture(wyTexture2D::makePNG(RES("R.drawable.snow")));

	    	// additive
	    	setBlendAdditive(false);
		}
Beispiel #12
0
		ParticleRotateFlowerSystem() : wyQuadParticleSystem(50){
	    	// duration
	        setDuration(PARTICLE_DURATION_INFINITY);

	    	// Gravity mode: speed of particles
	        setSpeedVariance(160, 20);

	    	// Gravity mode: radial
	        setRadialAccelerationVariance(-120, 0);

	    	// Gravity mode: tagential
	        setTangentialAccelerationVariance(30, 0);

	    	// angle
	        setDirectionAngleVariance(90, 360);

	    	// life of particles
	        setLifeVariance(3, 1);

	    	// spin of particles
	        setEndSpinVariance(0, 2000);

	        // color of particles
	        setStartColorVariance(0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f);
	        setEndColorVariance(0.1f, 0.1f, 0.1f, 0.2f, 0.1f, 0.1f, 0.1f, 0.2f);

	    	// size, in pixels
	        setStartSizeVariance(30, 0);
	        setEndSizeVariance(PARTICLE_START_SIZE_EQUAL_TO_END_SIZE, 0);

	    	// emits per second
	        setEmissionRate(getMaxParticles() / getLife());

	        //set texture
	        setTexture(wyTexture2D::makePNG(RES("R.drawable.stars2")));

	    	// additive
	    	setBlendAdditive(false);
		}
void MagiciteWeatherEffectSnow::positive(cocos2d::Layer* layer)
{
    auto snow = ParticleSnow::create();
    snow->setTexture(Director::getInstance()->getTextureCache()->addImage("img\\Magicite\\Particle\\snow.png"));

    snow->setDuration(-1);
    snow->setGravity(Vec2(0.0f, -80.0f));

    snow->setAngle(90.0f);
    snow->setAngleVar(360.0f);
    snow->setPosition(_range.x / 2, _range.y);
    snow->setPosVar(Vec2(_range.x / 2, 0));

    snow->setStartSpin(30);
    snow->setStartSpinVar(60);
    snow->setEndSpin(60);
    snow->setEndSpinVar(60);

    snow->setEmissionRate(6);

    layer->addChild(snow);
}
Beispiel #14
0
		ParticleModernArtSystem() : wyQuadParticleSystem(1000){
			// duration
	        setDuration(PARTICLE_DURATION_INFINITY);

			// Gravity mode: radial
	        setRadialAccelerationVariance(70, 10);

			// Gravity mode: tangential
	        setTangentialAccelerationVariance(80, 0);

			// Gravity mode: speed of particles
	        setSpeedVariance(50, 10);

			// angle
	        setDirectionAngleVariance(0, 360);

			// life of particles
	        setLifeVariance(2.0f, 0.3f);

			// emits per frame
	        setEmissionRate(getMaxParticles() / getLife());

	        // color of particles
	        setStartColorVariance(0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f);
	        setEndColorVariance(0.1f, 0.1f, 0.1f, 0.2f, 0.1f, 0.1f, 0.1f, 0.2f);

			// size, in pixels
	        setStartSizeVariance(1.0f, 1.0f);
	        setEndSizeVariance(32.0f, 8.0f);

	        //set texture
	        setTexture(wyTexture2D::makePNG(RES("R.drawable.fire")));

	    	// additive
	    	setBlendAdditive(false);
		}
Beispiel #15
0
void TestScene::emit()
{
    auto _emitter = ParticleSystemQuad::createWithTotalParticles(100);
    addChild(_emitter, 10);

    _emitter->setTexture(Director::getInstance()->getTextureCache()->addImage("images/test_lizi.png"));
    _emitter->setDuration(1.f);

    // gravity
    _emitter->setGravity(Vec2::ZERO);

    // angle
    _emitter->setAngle(90);
    _emitter->setAngleVar(0);

    // speed of particles
    _emitter->setSpeed(260);
    _emitter->setSpeedVar(0);

    // radial
    _emitter->setRadialAccel(-260);
    _emitter->setRadialAccelVar(0);

    // tagential
    _emitter->setTangentialAccel(00);
    _emitter->setTangentialAccelVar(0);

    // emitter position
    //    _emitter->setPosition( Vec2(160,240) );
    _emitter->setPosVar({2,10});

    // life of particles
    _emitter->setLife(1);
    _emitter->setLifeVar(0);

    // spin of particles
    _emitter->setStartSpin(10000);
    _emitter->setStartSizeVar(360);
    _emitter->setEndSpin(0);
    _emitter->setEndSpinVar(360);

    // color of particles
    Color4F startColor(0.f, 0.5f, 0.f, 1.0f);
    _emitter->setStartColor(startColor);

    Color4F startColorVar(0.f, 0.1f, 0.f, 1.0f);
    _emitter->setStartColorVar(startColorVar);

    Color4F endColor(0.1f, 0.5f, 0.1f, 1.0f);
    _emitter->setEndColor(endColor);

    Color4F endColorVar(0.1f, 0.1f, 0.1f, 0.2f);
    _emitter->setEndColorVar(endColorVar);

    // size, in pixels
    _emitter->setStartSize(5.0f);
    _emitter->setStartSizeVar(1.0f);
    _emitter->setEndSize(ParticleSystem::START_SIZE_EQUAL_TO_END_SIZE);

    // emits per second
    _emitter->setEmissionRate(_emitter->getTotalParticles()/_emitter->getLife());

    // additive
    _emitter->setBlendAdditive(true);
    //addChild(_emitter);
    _emitter->setPosition(genPos({0.5,0.5}));
    //    _emitter->runAction(RotateBy::create(10.f, 1000));
}
void ParticleSystemQuad::setTotalParticles(int tp)
{
    // If we are setting the total number of particles to a number higher
    // than what is allocated, we need to allocate new arrays
    if( tp > _allocatedParticles )
    {
        // Allocate new memory
        size_t quadsSize = sizeof(_quads[0]) * tp * 1;
        size_t indicesSize = sizeof(_indices[0]) * tp * 6 * 1;

        _particleData.release();
        if (!_particleData.init(tp))
        {
            CCLOG("Particle system: not enough memory");
            return;
        }
        V3F_C4B_T2F_Quad* quadsNew = (V3F_C4B_T2F_Quad*)realloc(_quads, quadsSize);
        GLushort* indicesNew = (GLushort*)realloc(_indices, indicesSize);

        if (quadsNew && indicesNew)
        {
            // Assign pointers
            _quads = quadsNew;
            _indices = indicesNew;

            // Clear the memory
            memset(_quads, 0, quadsSize);
            memset(_indices, 0, indicesSize);

            _allocatedParticles = tp;
        }
        else
        {
            // Out of memory, failed to resize some array
            if (quadsNew) _quads = quadsNew;
            if (indicesNew) _indices = indicesNew;

            CCLOG("Particle system: out of memory");
            return;
        }

        _totalParticles = tp;

        // Init particles
        if (_batchNode)
        {
            for (int i = 0; i < _totalParticles; i++)
            {
                _particleData.atlasIndex[i] = i;
            }
        }

        initIndices();
        if (Configuration::getInstance()->supportsShareableVAO())
        {
            setupVBOandVAO();
        }
        else
        {
            setupVBO();
        }

        // fixed http://www.cocos2d-x.org/issues/3990
        // Updates texture coords.
        updateTexCoords();
    }
    else
    {
        _totalParticles = tp;
    }

    // fixed issue #5762
    // reset the emission rate
    setEmissionRate(_totalParticles / _life);

    resetSystem();
}
void FloatingEffectManager::toast_cure(const cocos2d::Vec2& srcPos, const cocos2d::Vec2& desPos, DDElementType elementType, int level)
{

    const float speed = 300;
    float len = (desPos-srcPos).length();
    if (len == 0) {
        return;
    }
    auto _emitter = ParticleSystemQuad::createWithTotalParticles(500);
    _emitter->setAutoRemoveOnFinish(true);
    _layer->addChild(_emitter, 10);

    _emitter->setTexture(Director::getInstance()->getTextureCache()->addImage("images/test_lizi.png"));
    _emitter->setDuration(len/speed);

    // gravity
    _emitter->setGravity(Vec2::ZERO);

    // angle
    _emitter->setAngle(vector2angel(desPos-srcPos));
    _emitter->setAngleVar(0.5f* std::atan(DDConfig::battleCubeWidth()/len) * 180.f/3.1415926f);

    // speed of particles
    _emitter->setSpeed(speed);
    _emitter->setSpeedVar(0);

    // radial
    _emitter->setRadialAccel(-(speed/(2*len/speed)));
    _emitter->setRadialAccelVar(0);

    // tagential
    _emitter->setTangentialAccel(00);
    _emitter->setTangentialAccelVar(0);

    // emitter position
    //    _emitter->setPosition( Vec2(160,240) );
    _emitter->setPosVar({0,0});

    // life of particles
    _emitter->setLife(2*len/speed);
    _emitter->setLifeVar(0);

    // spin of particles
    _emitter->setStartSpin(720);
    _emitter->setStartSizeVar(360);
    _emitter->setEndSpin(0);
    _emitter->setEndSpinVar(360);

    // color of particles
    Color4F startColor(0.f, 0.5f, 0.f, 0.8f);
    _emitter->setStartColor(startColor);

    Color4F startColorVar(0.f, 0.1f, 0.f, 0.1f);
    _emitter->setStartColorVar(startColorVar);

    Color4F endColor(0.1f, 0.5f, 0.1f, 0.8f);
    _emitter->setEndColor(endColor);

    Color4F endColorVar(0.1f, 0.1f, 0.1f, 0.1f);
    _emitter->setEndColorVar(endColorVar);

    // size, in pixels
    _emitter->setStartSize(3.0f);
    _emitter->setStartSizeVar(1.0f);
    _emitter->setEndSize(ParticleSystem::START_SIZE_EQUAL_TO_END_SIZE);

    // emits per second
    _emitter->setEmissionRate(_emitter->getTotalParticles()/_emitter->getLife());

    // additive
    _emitter->setBlendAdditive(true);

    _emitter->setPosition(srcPos);
}
void FloatingEffectManager::toast_help_tail(const cocos2d::Vec2& srcPos, const cocos2d::Vec2& desPos, const cocos2d::Color4F& color)
{
    const float time = 0.2;
    float len = (desPos-srcPos).length();
    if (len == 0) {
        return;
    }

    const float speed = len/time;
    auto _emitter = ParticleSystemQuad::createWithTotalParticles(500);
    _emitter->setAutoRemoveOnFinish(true);
    _layer->addChild(_emitter, 10);

    _emitter->setTexture(Director::getInstance()->getTextureCache()->addImage("images/test_lizi.png"));
    _emitter->setDuration(time*5);

    // gravity
    _emitter->setGravity(Vec2::ZERO);

    // angle
    _emitter->setAngle(vector2angel(srcPos-desPos));
    _emitter->setAngleVar(3);

    // speed of particles
    _emitter->setSpeed(speed/5);
    _emitter->setSpeedVar(0);

    // radial
    _emitter->setRadialAccel(0);
    _emitter->setRadialAccelVar(0);

    // tagential
    _emitter->setTangentialAccel(0);
    _emitter->setTangentialAccelVar(0);

    // emitter position
    //    _emitter->setPosition( Vec2(160,240) );
    _emitter->setPosVar({0,0});

    // life of particles
    _emitter->setLife(0.2);
    _emitter->setLifeVar(0);

    // spin of particles
    _emitter->setStartSpin(720);
    _emitter->setStartSizeVar(360);
    _emitter->setEndSpin(0);
    _emitter->setEndSpinVar(360);

    // color of particles
    _emitter->setStartColor(color);

    Color4F startColorVar(0.f, 0.1f, 0.f, 0.1f);
    _emitter->setStartColorVar(startColorVar);

    _emitter->setEndColor(color);

    Color4F endColorVar(0.1f, 0.1f, 0.1f, 0.1f);
    _emitter->setEndColorVar(endColorVar);

    // size, in pixels
    _emitter->setStartSize(2.0f);
    _emitter->setStartSizeVar(1.0f);
    _emitter->setEndSize(ParticleSystem::START_SIZE_EQUAL_TO_END_SIZE);

    // emits per second
    _emitter->setEmissionRate(_emitter->getTotalParticles()/_emitter->getLife());

    // additive
    _emitter->setBlendAdditive(true);
    
    _emitter->setPosition(srcPos);
    _emitter->runAction(MoveTo::create(0.1, desPos));
}
Head_ParticalEffect

void addParticalToHead(Node* node)
{
	Vec2 pos[4];
	pos[0] = Vec2(5, 75);
	pos[1] = Vec2(75, 75);
	pos[2] = Vec2(75, 5);
	pos[3] = Vec2(5, 5);

	for (int i = 0; i < 2; i++)
	{
		auto   partNode = ParticleSystemQuad::createWithTotalParticles(60);
		partNode->setTexture(TextureCache::getInstance()->addImage("GameUI/CommonUI/fire.png"));//设置粒子图
		partNode->setDuration(-1);//发射时长

		// life of particles
		partNode->setLife(0.5f);//粒子生命
		partNode->setLifeVar(0.1f);

		partNode->setEmissionRate(partNode->getTotalParticles() / partNode->getLife());//发射器发射频率
		partNode->setPositionType(ParticleSystem::PositionType::FREE);//设置发射器的跟随模式

		// color of particles
		partNode->setStartColor(ccc4f(0.76f, 0.25f, 0.12f, 1.0f));//起始颜色
		partNode->setStartColorVar(ccc4f(0.1f, 0.1f, 0.1f, 0.0f));

		partNode->setEndColor(ccc4f(1.0f, 1.0f, 1.0f, 1.0f));//结束颜色
		partNode->setEndColorVar(ccc4f(0.1f, 0.1f, 0.1f, 0.1f));

		// size, in pixels
		partNode->setStartSize(15);//粒子大小
		partNode->setStartSizeVar(3);
		partNode->setEndSize(0);
		partNode->setEndSizeVar(3);

		// angle
		partNode->setAngle(0);//发射器角度
		partNode->setAngleVar(0);

		// speed of particles
		partNode->setSpeed(0);//粒子速度
		partNode->setSpeedVar(0);

		// emitter position
		partNode->setPosVar(ccp(0, 0));//发射器位置变化

		partNode->setBlendAdditive(true);

		node->addChild(partNode);
		partNode->setTag(PARTICALTAG);
		auto move0 = MoveTo::create(1.f, pos[0]);
		auto move1 = MoveTo::create(1.f, pos[1]);
		auto move2 = MoveTo::create(1.f, pos[2]);
		auto move3 = MoveTo::create(1.f, pos[3]);

		if (i == 0)
		{
			partNode->setPosition(pos[0]);
			partNode->runAction(RepeatForever::create(Sequence::create(move1, move2, move3, move0, nullptr)));
		}
		else
		{
			partNode->setPosition(pos[2]);
			partNode->runAction(RepeatForever::create(Sequence::create(move3, move0, move1, move2, nullptr)));
		}

	}
}
Beispiel #20
0
int QDeclarativeParticles::qt_metacall(QMetaObject::Call _c, int _id, void **_a)
{
    _id = QDeclarativeItem::qt_metacall(_c, _id, _a);
    if (_id < 0)
        return _id;
    if (_c == QMetaObject::InvokeMetaMethod) {
        if (_id < 17)
            qt_static_metacall(this, _c, _id, _a);
        _id -= 17;
    }
#ifndef QT_NO_PROPERTIES
    else if (_c == QMetaObject::ReadProperty) {
        void *_v = _a[0];
        switch (_id) {
        case 0:
            *reinterpret_cast< QUrl*>(_v) = source();
            break;
        case 1:
            *reinterpret_cast< int*>(_v) = count();
            break;
        case 2:
            *reinterpret_cast< int*>(_v) = emissionRate();
            break;
        case 3:
            *reinterpret_cast< qreal*>(_v) = emissionVariance();
            break;
        case 4:
            *reinterpret_cast< int*>(_v) = lifeSpan();
            break;
        case 5:
            *reinterpret_cast< int*>(_v) = lifeSpanDeviation();
            break;
        case 6:
            *reinterpret_cast< int*>(_v) = fadeInDuration();
            break;
        case 7:
            *reinterpret_cast< int*>(_v) = fadeOutDuration();
            break;
        case 8:
            *reinterpret_cast< qreal*>(_v) = angle();
            break;
        case 9:
            *reinterpret_cast< qreal*>(_v) = angleDeviation();
            break;
        case 10:
            *reinterpret_cast< qreal*>(_v) = velocity();
            break;
        case 11:
            *reinterpret_cast< qreal*>(_v) = velocityDeviation();
            break;
        case 12:
            *reinterpret_cast< QDeclarativeParticleMotion**>(_v) = motion();
            break;
        }
        _id -= 13;
    } else if (_c == QMetaObject::WriteProperty) {
        void *_v = _a[0];
        switch (_id) {
        case 0:
            setSource(*reinterpret_cast< QUrl*>(_v));
            break;
        case 1:
            setCount(*reinterpret_cast< int*>(_v));
            break;
        case 2:
            setEmissionRate(*reinterpret_cast< int*>(_v));
            break;
        case 3:
            setEmissionVariance(*reinterpret_cast< qreal*>(_v));
            break;
        case 4:
            setLifeSpan(*reinterpret_cast< int*>(_v));
            break;
        case 5:
            setLifeSpanDeviation(*reinterpret_cast< int*>(_v));
            break;
        case 6:
            setFadeInDuration(*reinterpret_cast< int*>(_v));
            break;
        case 7:
            setFadeOutDuration(*reinterpret_cast< int*>(_v));
            break;
        case 8:
            setAngle(*reinterpret_cast< qreal*>(_v));
            break;
        case 9:
            setAngleDeviation(*reinterpret_cast< qreal*>(_v));
            break;
        case 10:
            setVelocity(*reinterpret_cast< qreal*>(_v));
            break;
        case 11:
            setVelocityDeviation(*reinterpret_cast< qreal*>(_v));
            break;
        case 12:
            setMotion(*reinterpret_cast< QDeclarativeParticleMotion**>(_v));
            break;
        }
        _id -= 13;
    } else if (_c == QMetaObject::ResetProperty) {
        _id -= 13;
    } else if (_c == QMetaObject::QueryPropertyDesignable) {
        _id -= 13;
    } else if (_c == QMetaObject::QueryPropertyScriptable) {
        _id -= 13;
    } else if (_c == QMetaObject::QueryPropertyStored) {
        _id -= 13;
    } else if (_c == QMetaObject::QueryPropertyEditable) {
        _id -= 13;
    } else if (_c == QMetaObject::QueryPropertyUser) {
        _id -= 13;
    }
#endif // QT_NO_PROPERTIES
    return _id;
}
Beispiel #21
0
void BaseScene::putEmitter3(Vec2 pos){
	m_emitterCreated ++;

	auto _emitter = ParticleSystemQuad::createWithTotalParticles(20);
    //_emitter->retain();
	_emitter->setTag(m_emitterCreated);

    this->addChild(_emitter, 10000);
    ////_emitter->release();    // win32 : Remove this line
    _emitter->setTexture( Director::getInstance()->getTextureCache()->addImage("ui/ball_outer.png") );

	_emitter->setAngleVar(360);

    // duration
    _emitter->setDuration(-1);

    // gravity
    _emitter->setGravity(Vec2::ZERO);

    // speed of particles
    _emitter->setSpeed(320);
    _emitter->setSpeedVar(80);

    // radial
    _emitter->setRadialAccel(-30);
    _emitter->setRadialAccelVar(-10);

    // tagential
    _emitter->setTangentialAccel(30);
    _emitter->setTangentialAccelVar(0);

    // emitter position
    _emitter->setPosition(pos);
    _emitter->setPosVar(Vec2::ZERO);

    // life of particles
    _emitter->setLife(1.6f);
    _emitter->setLifeVar(0.8f);

    // color of particles
	_emitter->setStartColor(C4F_(E::P.C500, 0.4f));
    _emitter->setStartColorVar(Color4F(0.1f, 0.1f, 0.1f, 0.3f));
    _emitter->setEndColor(C4F_(E::P.C300, 0.3f));
    _emitter->setEndColorVar(Color4F(0.1f, 0.1f, 0.1f, 0.2f));

    // size, in pixels
    _emitter->setStartSize(32.0f);
    _emitter->setStartSizeVar(8.0f);
    _emitter->setEndSize(ParticleSystem::START_SIZE_EQUAL_TO_END_SIZE);

    // emits per second
    _emitter->setEmissionRate(_emitter->getTotalParticles()/_emitter->getLife());

    // additive

    _emitter->setBlendAdditive(false);
	auto cbStopEmitter = CallFunc::create([this](){m_emitterStopped++; ((ParticleSystemQuad*)this->getChildByTag(m_emitterStopped))->stopSystem();});
	auto cbRemoveEmitter = CallFunc::create([this](){m_emitterReleased++; this->getChildByTag(m_emitterReleased)->removeFromParentAndCleanup(true);});
	_emitter->runAction(Sequence::create(DelayTime::create(0.3f), cbStopEmitter, DelayTime::create(2.0f), cbRemoveEmitter, nullptr));

}
void BillboardParticleSystem::setTotalParticles(int tp)
{
    // If we are setting the total number of particles to a number higher
    // than what is allocated, we need to allocate new arrays
    if( tp > _allocatedParticles )
    {
        // Allocate new memory
        size_t particlesSize = tp * sizeof(tParticle);
        size_t quadsSize = sizeof(_quads[0]) * tp * 1;
        size_t indicesSize = sizeof(_indices[0]) * tp * 6 * 1;

        sBillboardParticle* particlesNew = (sBillboardParticle*)realloc(_particles, particlesSize);
        V3F_C4B_T2F_Quad* quadsNew = (V3F_C4B_T2F_Quad*)realloc(_quads, quadsSize);
        GLushort* indicesNew = (GLushort*)realloc(_indices, indicesSize);

        if (particlesNew && quadsNew && indicesNew)
        {
            // Assign pointers
            _particles = particlesNew;
            _quads = quadsNew;
            _indices = indicesNew;

            // Clear the memory
            memset(_particles, 0, particlesSize);
            memset(_quads, 0, quadsSize);
            memset(_indices, 0, indicesSize);

            _allocatedParticles = tp;
        }
        else
        {
            // Out of memory, failed to resize some array
            if (particlesNew) _particles = particlesNew;
            if (quadsNew) _quads = quadsNew;
            if (indicesNew) _indices = indicesNew;

            CCLOG("Particle system: out of memory");
            return;
        }

        _totalParticles = tp;

        initIndices();
        if (Configuration::getInstance()->supportsShareableVAO())
        {
            setupVBOandVAO();
        }
        else
        {
            setupVBO();
        }

        // fixed http://www.cocos2d-x.org/issues/3990
        // Updates texture coords.
        updateTexCoords();
    }
    else
    {
        _totalParticles = tp;
    }

    // fixed issue #5762
    // reset the emission rate
    setEmissionRate(_totalParticles / _life);

    resetSystem();
}