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ParticleSun Class Reference

A sun particle system. More...

#include <CCParticleExamples.h>

Inheritance diagram for ParticleSun:
ParticleSystemQuad ParticleSystem Node TextureProtocol Object BlendProtocol

Public Member Functions

 ParticleSun ()
virtual ~ParticleSun ()
bool init ()
 Initializes the instance of Node. More...
 
virtual bool initWithTotalParticles (unsigned int numberOfParticles)
 Initializes a system with a fixed number of particles. More...
 
- Public Member Functions inherited from ParticleSystemQuad
 ParticleSystemQuad ()
virtual ~ParticleSystemQuad ()
void initIndices ()
 initializes the indices for the vertices More...
 
void initTexCoordsWithRect (const Rect &rect)
 initializes the texture with a rectangle measured Points More...
 
var initTexCoordsWithRect ( var rect)
 initializes the texture with a rectangle measured Points More...
 
local initTexCoordsWithRect ( local rect)
 initializes the texture with a rectangle measured Points More...
 
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 listenBackToForeground (Object *obj)
 listen the event that coming to foreground on Android More...
 
virtual void setTexture (Texture2D *texture) override
 Sets a new texuture. More...
 
virtual void updateQuadWithParticle (tParticle *particle, const Point &newPosition) override
 should be overridden by subclasses More...
 
virtual void postStep () override
 should be overridden by subclasses More...
 
virtual void draw () override
 Override this method to draw your own node. More...
 
virtual void setBatchNode (ParticleBatchNode *batchNode) override
virtual void setTotalParticles (int tp) override
- Public Member Functions inherited from ParticleSystem
 ParticleSystem ()
virtual ~ParticleSystem ()
bool init ()
 initializes a ParticleSystem More...
 
bool initWithFile (const char *plistFile)
 initializes a ParticleSystem from a plist file. More...
 
bool initWithDictionary (Dictionary *dictionary)
 initializes a QuadParticleSystem from a Dictionary. More...
 
bool initWithDictionary (Dictionary *dictionary, const char *dirname)
 initializes a particle system from a NSDictionary and the path from where to load the png More...
 
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...
 
local resetSystem ()
 Kill all living particles. More...
 
bool isFull ()
 whether or not the system is full More...
 
virtual void updateWithNoTime (void)
local updateWithNoTime ()
virtual bool isAutoRemoveOnFinish () const
virtual void setAutoRemoveOnFinish (bool var)
var setAutoRemoveOnFinish ( var var)
local setAutoRemoveOnFinish ( local var)
virtual const PointgetGravity ()
virtual void setGravity (const Point &g)
local setGravity ( local g)
virtual float getSpeed () const
virtual void setSpeed (float speed)
local setSpeed ( local speed)
virtual float getSpeedVar () const
local getSpeedVar ()
virtual void setSpeedVar (float speed)
local setSpeedVar ( local speed)
virtual float getTangentialAccel () const
local getTangentialAccel ()
virtual void setTangentialAccel (float t)
local setTangentialAccel ( local t)
virtual float getTangentialAccelVar () const
var getTangentialAccelVar ()
local getTangentialAccelVar ()
virtual void setTangentialAccelVar (float t)
virtual float getRadialAccel () const
virtual void setRadialAccel (float t)
local setRadialAccel ( local t)
virtual float getRadialAccelVar () const
local getRadialAccelVar ()
virtual void setRadialAccelVar (float t)
local setRadialAccelVar ( local t)
virtual bool getRotationIsDir () const
var getRotationIsDir ()
local getRotationIsDir ()
virtual void setRotationIsDir (bool t)
virtual float getStartRadius () const
virtual void setStartRadius (float startRadius)
local setStartRadius ( local startRadius)
virtual float getStartRadiusVar () const
local getStartRadiusVar ()
virtual void setStartRadiusVar (float startRadiusVar)
virtual float getEndRadius () const
virtual void setEndRadius (float endRadius)
local setEndRadius ( local endRadius)
virtual float getEndRadiusVar () const
virtual void setEndRadiusVar (float endRadiusVar)
local setEndRadiusVar ( local endRadiusVar)
virtual float getRotatePerSecond () const
local getRotatePerSecond ()
virtual void setRotatePerSecond (float degrees)
virtual float getRotatePerSecondVar () const
virtual void setRotatePerSecondVar (float degrees)
virtual void setScale (float s)
 Changes both X and Y scale factor of the node. More...
 
virtual void setRotation (float newRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local newRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual void setScaleX (float newScaleX)
 Changes the scale factor on X axis of this node. More...
 
local setScaleX ( local newScaleX)
 Changes the scale factor on X axis of this node. More...
 
virtual void setScaleY (float newScaleY)
 Changes the scale factor on Y axis of this node. More...
 
local setScaleY ( local newScaleY)
 Changes the scale factor on Y axis of this node. More...
 
virtual bool isActive () const
virtual bool isBlendAdditive () const
local isBlendAdditive ()
virtual void setBlendAdditive (bool value)
local setBlendAdditive ( local value)
virtual ParticleBatchNodegetBatchNode () const
local getBatchNode ()
int getAtlasIndex () const
void setAtlasIndex (int index)
unsigned int getParticleCount () const
 Quantity of particles that are being simulated at the moment. More...
 
local getParticleCount ()
 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 PointgetSourcePosition () const
 sourcePosition of the emitter More...
 
void setSourcePosition (const Point &pos)
const PointgetPosVar () const
 Position variance of the emitter. More...
 
void setPosVar (const Point &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)
local setAngle ( local 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...
 
local getStartColorVar ()
 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...
 
local getTotalParticles ()
 maximum particles of the system More...
 
void setOpacityModifyRGB (bool opacityModifyRGB)
 does the alpha value modify color More...
 
bool isOpacityModifyRGB () const
CC_DEPRECATED_ATTRIBUTE bool getOpacityModifyRGB () const
local getOpacityModifyRGB ()
PositionType getPositionType () const
 particles movement type: Free or Grouped More...
 
void setPositionType (PositionType type)
virtual void update (float dt) override
local update ( local dt)
virtual Texture2DgetTexture () const override
 Returns the currently used texture. More...
 
virtual void setBlendFunc (const BlendFunc &blendFunc) override
local setBlendFunc ( local blendFunc)
virtual const BlendFuncgetBlendFunc () const override
 Returns the blending function that is currently being used. More...
 
- Public Member Functions inherited from Node
virtual CameragetCamera ()
 Returns a camera object that lets you move the node using a gluLookAt. More...
 
virtual bool isRunning () const
 Returns whether or not the node accepts event callbacks. More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
var cleanup ()
 Stops all running actions and schedulers. More...
 
local cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void visit ()
 Visits this node's children and draw them recursively. More...
 
local visit ()
 Visits this node's children and draw them recursively. More...
 
virtual Rect getBoundingBox () const
 Returns a "local" axis aligned bounding box of the node. More...
 
local getBoundingBox ()
 Returns a "local" axis aligned bounding box of the node. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
local boundingBox ()
virtual void setZOrder (int zOrder)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
local setZOrder ( local zOrder)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
virtual void _setZOrder (int z)
 Sets the z order which stands for the drawing order. More...
 
virtual int getZOrder () const
 Gets the Z order of this node. More...
 
virtual void setVertexZ (float vertexZ)
 Sets the real OpenGL Z vertex. More...
 
local setVertexZ ( local vertexZ)
 Sets the real OpenGL Z vertex. More...
 
virtual float getVertexZ () const
 Gets OpenGL Z vertex of this node. 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 float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setPosition (const Point &position)
 Changes the position (x,y) of the node in OpenGL coordinates. More...
 
virtual const PointgetPosition () const
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
local getPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
virtual void setPosition (float x, float y)
 Sets position in a more efficient way. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Point object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
local getPositionX ()
virtual void setPositionY (float y)
local setPositionY ( local y)
virtual float getPositionY (void) const
local getPositionY ()
virtual void setSkewX (float fSkewX)
 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 fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local fSkewY)
 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 Point &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const PointgetAnchorPoint () const
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const PointgetAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local 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...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
var isVisible ()
 Determines if the node is visible. More...
 
local isVisible ()
 Determines if the node is visible. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotationX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationX ( local rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual float getRotationX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual void setRotationY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationY ( local rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
var setOrderOfArrival ( var orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
local setOrderOfArrival ( local orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
virtual int getOrderOfArrival () const
 Returns the arrival order, indecates which children is added previously. More...
 
CC_DEPRECATED_ATTRIBUTE void setGLServerState (int serverState)
CC_DEPRECATED_ATTRIBUTE 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 zOrder)
 Adds a child to the container with a z-order. More...
 
virtual void addChild (Node *child, int zOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
NodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual ArraygetChildren ()
 Return an array of children. More...
 
virtual const ArraygetChildren () const
unsigned int getChildrenCount () const
 Get the amount of children. More...
 
local getChildrenCount ()
 Get the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
var setParent ( var parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
var getParent ()
 Returns a pointer to the parent node. More...
 
local getParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
local getParent ()
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
local 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...
 
local removeFromParent ( local 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...
 
var removeChild ( var child, var true)
 Removes a child from the container. More...
 
local removeChild ( local child, local 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...
 
local removeChildByTag ( local tag, local 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...
 
local removeAllChildren ( local 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 zOrder)
 Reorders a child according to a new z value. More...
 
var reorderChild ( var child, var zOrder)
 Reorders a child according to a new z value. More...
 
local reorderChild ( local child, local zOrder)
 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 GridBasegetGrid ()
 Returns a grid object that is used when applying effects. More...
 
local getGrid ()
 Returns a grid object that is used when applying effects. More...
 
virtual const GridBasegetGrid () const
local getGrid ()
virtual void setGrid (GridBase *grid)
 Changes a grid object that is used when applying effects. More...
 
local setGrid ( local grid)
 Changes a grid object that is used when applying effects. 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...
 
var setTag ( var tag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual ObjectgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const ObjectgetUserObject () const
virtual void setUserObject (Object *userObject)
 Returns a user assigned Object. More...
 
local setUserObject ( local userObject)
 Returns a user assigned Object. More...
 
virtual GLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual const GLProgramgetShaderProgram () const
local getShaderProgram ()
virtual void setShaderProgram (GLProgram *shaderProgram)
 Sets the shader program for this node. More...
 
var setShaderProgram ( var shaderProgram)
 Sets the shader program for this node. More...
 
local setShaderProgram ( local shaderProgram)
 Sets the shader program for this node. More...
 
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves 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...
 
local getActionManager ()
 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...
 
local runAction ( local 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...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
unsigned int 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...
 
local getNumberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
CC_DEPRECATED_ATTRIBUTE
unsigned int 
numberOfRunningActions () const
local numberOfRunningActions ()
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
local getScheduler ()
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector 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 schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors and actions. More...
 
local resumeSchedulerAndActions ()
 Resumes all scheduled selectors and actions. More...
 
void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors and actions. More...
 
void transform ()
 Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. More...
 
void transformAncestors ()
 Performs OpenGL view-matrix transformation of it's ancestors. More...
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const AffineTransformgetNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local getNodeToParentTransform ()
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToParentTransform () const
local nodeToParentTransform ()
virtual const AffineTransformgetParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
parentToNodeTransform () const
local parentToNodeTransform ()
virtual AffineTransform getNodeToWorldTransform () const
 Returns the world affine transform matrix. More...
 
local getNodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToWorldTransform () const
local nodeToWorldTransform ()
virtual AffineTransform getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
local getWorldToNodeTransform ()
 Returns the inverse world affine transform matrix. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
worldToNodeTransform () const
local worldToNodeTransform ()
Point convertToNodeSpace (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpace (const Point &nodePoint) const
 Converts a Point to world space coordinates. More...
 
Point convertToNodeSpaceAR (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpaceAR (const Point &nodePoint) const
 Converts a local Point to world space coordinates.The result is in Points. More...
 
Point convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Point More...
 
Point convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
 Sets the additional transform. More...
 
ComponentgetComponent (const char *pName)
 gets a component by its name More...
 
virtual bool addComponent (Component *pComponent)
 adds a component More...
 
local addComponent ( local pComponent)
 adds a component More...
 
virtual bool removeComponent (const char *pName)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
 Node (void)
 Default constructor. More...
 
virtual ~Node (void)
 Default destructor. More...
 
const char * description (void) const
 Gets the description string. More...
 
- Public Member Functions inherited from Object
 Object ()
 Constructor. More...
 
virtual ~Object ()
void release ()
 Release the ownership immediately. More...
 
void retain ()
 Retains the ownership. More...
 
Objectautorelease ()
 Release the ownership sometime soon automatically. More...
 
bool isSingleReference () const
 Returns a boolean value that indicates whether there is only one reference to the object. More...
 
unsigned int retainCount () const
 Returns the object's current reference count. More...
 
virtual bool isEqual (const Object *object)
 Returns a boolean value that indicates whether this object and a given object are equal. More...
 
virtual void acceptVisitor (DataVisitor &visitor)

Static Public Member Functions

static ParticleSuncreate ()
static ParticleSuncreateWithTotalParticles (unsigned int numberOfParticles)
- Static Public Member Functions inherited from ParticleSystemQuad
static ParticleSystemQuadcreate ()
 creates a Particle Emitter More...
 
static ParticleSystemQuadcreateWithTotalParticles (unsigned int numberOfParticles)
 creates a Particle Emitter with a number of particles More...
 
local createWithTotalParticles ( local numberOfParticles)
 creates a Particle Emitter with a number of particles More...
 
static ParticleSystemQuadcreate (const char *plistFile)
 creates an initializes a ParticleSystemQuad from a plist file. More...
 
local create ( local plistFile)
 creates an initializes a ParticleSystemQuad from a plist file. More...
 
- Static Public Member Functions inherited from ParticleSystem
static ParticleSystemcreate (const char *plistFile)
 creates an initializes a ParticleSystem from a plist file. More...
 
local create ( local plistFile)
 creates an initializes a ParticleSystem from a plist file. More...
 
static ParticleSystemcreateWithTotalParticles (unsigned int numberOfParticles)
 create a system with a fixed number of particles More...
 
- Static Public Member Functions inherited from Node
static Nodecreate (void)
 Allocates and initializes a node. More...
 

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 Attributes inherited from Object
unsigned int _ID
 object id, ScriptSupport need public _ID More...
 
int _luaID
 Lua reference id. More...
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
var INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
local INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Protected Member Functions inherited from ParticleSystem
virtual void updateBlendFunc ()
- Protected Attributes inherited from ParticleSystemQuad
V3F_C4B_T2F_Quad_quads
GLushort * _indices
local _indices
GLuint _buffersVBO [2]
var _buffersVBO ()
local _buffersVBO ()
- Static Protected Attributes inherited from Node
static int _globalEventPriorityIndex
 The index of global event priority. More...
 

Detailed Description

A sun particle system.

Constructor & Destructor Documentation

ParticleSun ( )
inline
virtual ~ParticleSun ( )
inlinevirtual

Member Function Documentation

static ParticleSun* create ( )
static
static ParticleSun*
createWithTotalParticles
( unsigned int  numberOfParticles)
static
bool init ( )
inlinevirtual

Initializes the instance of Node.

Returns
Whether the initialization was successful.

Reimplemented from Node.

virtual bool initWithTotalParticles ( unsigned int  numberOfParticles)
virtual

Initializes a system with a fixed number of particles.

Reimplemented from ParticleSystemQuad.


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