// Reorder will be done in this function, no "lazy" reorder to particles
void CCParticleBatchNode::reorderChild(CCNode * child, int zOrder)
{

    CCAssert( child != NULL, "Child must be non-NULL");
    CCAssert( dynamic_cast<CCParticleSystem*>(child) != NULL, "CCParticleBatchNode only supports CCQuadParticleSystems as children");
    CCAssert( m_pChildren->containsObject(child), "Child doesn't belong to batch" );

    CCParticleSystem* pChild = (CCParticleSystem*)(child);

    if( zOrder == child->getZOrder() )
    {
        return;
    }

    // no reordering if only 1 child
    if( m_pChildren->count() > 1)
    {
        unsigned int newIndex = 0, oldIndex = 0;

        getCurrentIndex(&oldIndex, &newIndex, pChild, zOrder);

        if( oldIndex != newIndex )
        {

            // reorder m_pChildren->array
            pChild->retain();
            m_pChildren->removeObjectAtIndex(oldIndex);
            m_pChildren->insertObject(pChild, newIndex);
            pChild->release();

            // save old altasIndex
            unsigned int oldAtlasIndex = pChild->getAtlasIndex();

            // update atlas index
            updateAllAtlasIndexes();

            // Find new AtlasIndex
            unsigned int newAtlasIndex = 0;
            for( unsigned int i=0; i < m_pChildren->count(); i++)
            {
                CCParticleSystem* pNode = (CCParticleSystem*)m_pChildren->objectAtIndex(i);
                if( pNode == pChild )
                {
                    newAtlasIndex = pChild->getAtlasIndex();
                    break;
                }
            }

            // reorder textureAtlas quads
            m_pTextureAtlas->moveQuadsFromIndex(oldAtlasIndex, pChild->getTotalParticles(), newAtlasIndex);

            pChild->updateWithNoTime();
        }
    }

    pChild->setZOrder(zOrder);
}
Example #2
0
CCParticleSystem* ParticleLayer::createFireParticle()
{
	CCParticleSystem *emitter = CCParticleFire::create();
	emitter->retain();
	addChild(emitter, 10);

	emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("Particles/fire.png") );
	return emitter;
}
Example #3
0
void TestParticle::initSun()
{
	CCParticleSystem *emitter = CCParticleSun::create();
	emitter->retain();
	addChild(emitter,10);
	emitter->setStartSize(20.f);
	emitter->setSpeed(50.f);
	emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
	emitter->setPosition(ccp(size.width/6*4,size.height-85));
	emitter->release();
}
Example #4
0
void TestParticle::initSpiral()
{
	CCParticleSystem *emitter = CCParticleSpiral::create();
	emitter->retain();

	addChild(emitter,10);
	emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));

	emitter->setPosition(ccp(250,50));
	emitter->release();
}
Example #5
0
void TestParticle::initFlower()
{
	CCParticleSystem *emitter = CCParticleFlower::create();
	emitter->retain();
	addChild(emitter,10);
//	emitter->setStartSize(20.f);
	emitter->setSpeed(100.f);
	emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("stars.png"));
	emitter->setPosition(ccp(size.width/6*1,size.height-250));
	emitter->release();
}
Example #6
0
CCParticleSystem* ParticleLayer::createMeteor()
{
	CCParticleSystem *emitter = CCParticleMeteor::create();
	emitter->retain();
	addChild(emitter, 10);

	emitter->setGravity(CCPointZero);

	emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("Particles/fire.png") );
	return emitter;
}
Example #7
0
CCParticleSystem* ParticleLayer::createExplosion()
{
	CCParticleSystem *emitter = CCParticleExplosion::create();
	emitter->retain();
	addChild(emitter, 10);

	emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("Particles/stars.png") );

	emitter->setAutoRemoveOnFinish(true);

	return emitter;
}
Example #8
0
void TestParticle::initFirework()
{
	CCParticleSystem *emitter = CCParticleFireworks::create();
	emitter->retain();
	addChild(emitter,10);
	emitter->setStartSize(20.0f);
	emitter->setSpeed(150.0f);
	emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("stars.png"));
	//emitter->setDuration(5.0f);
	emitter->setPosition(ccp(size.width/6*2,size.height-150));
	emitter->release();

}
Example #9
0
void TestParticle::initExplosion()
{
	CCParticleSystem *emitter = CCParticleExplosion::create();
	emitter->retain();
	addChild(emitter, 10);

	emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("stars.png") );

	emitter->setAutoRemoveOnFinish(true);

	emitter->setPosition(ccp(400,50));
	emitter->release();
}
Example #10
0
CCParticleSystem* ParticleLayer::createFireWorks()
{
	CCParticleSystem *emitter = CCParticleFireworks::create();
	emitter->retain();
	emitter->setGravity(CCPointZero);
	addChild(emitter, 10);

	emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("Particles/stars.png") );

	emitter->setAutoRemoveOnFinish(true);

	return emitter;
}
Example #11
0
void TestParticle::initSmoke()
{
	CCParticleSystem *emitter = CCParticleSmoke::create();
	emitter->retain();
	this->addChild(emitter, 10);
	emitter->setStartSize(20.0f);
	//emitter->setTotalParticles(300);
	emitter->setSpeed(150.0f); //设置速度
	emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("fire.png") ); //设置图片
	//emitter->setDuration(5.0f); //设置时间
	emitter->setPosition(ccp(size.width/6,size.height-150)); //设置初始位置
	emitter->release();

}
Example #12
0
void TestParticle::initRain()
{
	CCParticleSystem *emitter = CCParticleRain::create();
	emitter->retain();
	addChild(emitter, 10);

	CCPoint p = emitter->getPosition();
	emitter->setPosition( ccp( p.x, p.y-100) );
	emitter->setLife(4);

	emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("fire.png") );
	emitter->setPosition(ccp(400,50));

	emitter->release();

}
Example #13
0
void TestParticle::initSnow()
{
	CCParticleSystem *emitter = CCParticleSnow::create();
	emitter->retain();
	addChild(emitter, 10);

	CCPoint p = emitter->getPosition();
	emitter->setPosition( ccp( p.x, p.y-110) );
	emitter->setLife(3);
	emitter->setLifeVar(1);

	// gravity
	emitter->setGravity(ccp(0,-10));

	// speed of particles
	emitter->setSpeed(130);
	emitter->setSpeedVar(30);


	ccColor4F startColor = emitter->getStartColor();
	startColor.r = 0.9f;
	startColor.g = 0.9f;
	startColor.b = 0.9f;
	emitter->setStartColor(startColor);

	ccColor4F startColorVar = emitter->getStartColorVar();
	startColorVar.b = 0.1f;
	emitter->setStartColorVar(startColorVar);

	emitter->setEmissionRate(emitter->getTotalParticles()/emitter->getLife());

	emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("snow.png"));

	emitter->setPosition(ccp(0,480));
	emitter->release();
}