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⚠️ This documentation corresponds to the latest development branch of axmol. It might diverge from the official releases.

 
Axmol Engine 2.4.0-ce063c5
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ParticleGalaxy Class Reference

A galaxy particle system. More...

#include <ParticleExamples.h>

Inherits ParticleSystemQuad.

Public Member Functions

 ParticleGalaxy ()
 @js ctor
 
virtual ~ParticleGalaxy ()
 @js NA @lua NA
 
virtual bool initWithTotalParticles (int numberOfParticles)
 @js NA @lua NA
 
- Public Member Functions inherited from ParticleSystemQuad
void setDisplayFrame (SpriteFrame *spriteFrame)
 Sets a new SpriteFrame as particle.
 
void setTextureWithRect (Texture2D *texture, const Rect &rect)
 Sets a new texture with a rect.
 
void listenRendererRecreated (EventCustom *event)
 Listen the event that renderer was recreated on Android/WP8.
 
virtual void setTexture (Texture2D *texture) override
 @js NA @lua NA
 
virtual void updateParticleQuads () override
 @js NA @lua NA
 
virtual void draw (Renderer *renderer, const Mat4 &transform, uint32_t flags) override
 @js NA @lua NA
 
virtual void setBatchNode (ParticleBatchNode *batchNode) override
 @js NA @lua NA
 
virtual void setTotalParticles (int tp) override
 @js NA @lua NA
 
virtual std::string getDescription () const override
 Gets the description string.
 
 ParticleSystemQuad ()
 @js ctor
 
virtual ~ParticleSystemQuad ()
 @js NA @lua NA
 
- Public Member Functions inherited from ParticleSystem
void resetSystem ()
 Kill all living particles.
 
bool isFull ()
 Whether or not the system is full.
 
virtual void postStep ()
 Update the VBO verts buffer which does not use batch node, should be overridden by subclasses.
 
virtual void updateWithNoTime ()
 Call the update method with no time.
 
virtual bool isAutoRemoveOnFinish () const
 Whether or not the particle system removed self on finish.
 
virtual void setAutoRemoveOnFinish (bool var)
 Set the particle system auto removed it self on finish.
 
virtual const Vec2getGravity ()
 Gets the gravity.
 
virtual void setGravity (const Vec2 &g)
 Sets the gravity.
 
virtual float getSpeed () const
 Gets the speed.
 
virtual void setSpeed (float speed)
 Sets the speed.
 
virtual float getSpeedVar () const
 Gets the speed variance.
 
virtual void setSpeedVar (float speed)
 Sets the speed variance.
 
virtual float getTangentialAccel () const
 Gets the tangential acceleration.
 
virtual void setTangentialAccel (float t)
 Sets the tangential acceleration.
 
virtual float getTangentialAccelVar () const
 Gets the tangential acceleration variance.
 
virtual void setTangentialAccelVar (float t)
 Sets the tangential acceleration variance.
 
virtual float getRadialAccel () const
 Gets the radial acceleration.
 
virtual void setRadialAccel (float t)
 Sets the radial acceleration.
 
virtual float getRadialAccelVar () const
 Gets the radial acceleration variance.
 
virtual void setRadialAccelVar (float t)
 Sets the radial acceleration variance.
 
virtual bool getRotationIsDir () const
 Whether or not the rotation of each particle to its direction.
 
virtual void setRotationIsDir (bool t)
 Sets the rotation of each particle to its direction.
 
virtual float getStartRadius () const
 Gets the start radius.
 
virtual void setStartRadius (float startRadius)
 Sets the start radius.
 
virtual float getStartRadiusVar () const
 Gets the start radius variance.
 
virtual void setStartRadiusVar (float startRadiusVar)
 Sets the start radius variance.
 
virtual float getEndRadius () const
 Gets the end radius.
 
virtual void setEndRadius (float endRadius)
 Sets the end radius.
 
virtual float getEndRadiusVar () const
 Gets the end radius variance.
 
virtual void setEndRadiusVar (float endRadiusVar)
 Sets the end radius variance.
 
virtual float getRotatePerSecond () const
 Gets the number of degrees to rotate a particle around the source pos per second.
 
virtual void setRotatePerSecond (float degrees)
 Sets the number of degrees to rotate a particle around the source pos per second.
 
virtual float getRotatePerSecondVar () const
 Gets the rotate per second variance.
 
virtual void setRotatePerSecondVar (float degrees)
 Sets the rotate per second variance.
 
virtual void setScale (float s) override
 Sets the scale (x,y,z) of the node.
 
virtual void setRotation (float newRotation) override
 Sets the rotation (angle) of the node in degrees.
 
virtual void setScaleX (float newScaleX) override
 Sets the scale (x) of the node.
 
virtual void setScaleY (float newScaleY) override
 Sets the scale (y) of the node.
 
virtual bool isActive () const
 Whether or not the particle system is active.
 
virtual bool isBlendAdditive () const
 Whether or not the particle system is blend additive.
 
virtual void setBlendAdditive (bool value)
 Sets the particle system blend additive.
 
virtual ParticleBatchNodegetBatchNode () const
 Gets the batch node.
 
int getAtlasIndex () const
 Gets the index of system in batch node array.
 
void setAtlasIndex (int index)
 Sets the index of system in batch node array.
 
unsigned int getParticleCount () const
 Gets the Quantity of particles that are being simulated at the moment.
 
float getDuration () const
 Gets how many seconds the emitter will run.
 
void setDuration (float duration)
 Sets how many seconds the emitter will run.
 
const Vec2getSourcePosition () const
 Gets the source position of the emitter.
 
void setSourcePosition (const Vec2 &pos)
 Sets the source position of the emitter.
 
const Vec2getPosVar () const
 Gets the position variance of the emitter.
 
void setPosVar (const Vec2 &pos)
 Sets the position variance of the emitter.
 
float getLife () const
 Gets the life of each particle.
 
void setLife (float life)
 Sets the life of each particle.
 
float getLifeVar () const
 Gets the life variance of each particle.
 
void setLifeVar (float lifeVar)
 Sets the life variance of each particle.
 
float getAngle () const
 Gets the angle of each particle.
 
void setAngle (float angle)
 Sets the angle of each particle.
 
float getAngleVar () const
 Gets the angle variance of each particle.
 
void setAngleVar (float angleVar)
 Sets the angle variance of each particle.
 
Mode getEmitterMode () const
 Switch between different kind of emitter modes:
 
void setEmitterMode (Mode mode)
 Sets the mode of the emitter.
 
float getStartSize () const
 Gets the start size in pixels of each particle.
 
void setStartSize (float startSize)
 Sets the start size in pixels of each particle.
 
float getStartSizeVar () const
 Gets the start size variance in pixels of each particle.
 
void setStartSizeVar (float sizeVar)
 Sets the start size variance in pixels of each particle.
 
float getEndSize () const
 Gets the end size in pixels of each particle.
 
void setEndSize (float endSize)
 Sets the end size in pixels of each particle.
 
float getEndSizeVar () const
 Gets the end size variance in pixels of each particle.
 
void setEndSizeVar (float sizeVar)
 Sets the end size variance in pixels of each particle.
 
const Color4FgetStartColor () const
 Gets the start color of each particle.
 
void setStartColor (const Color4F &color)
 Sets the start color of each particle.
 
const Color4FgetStartColorVar () const
 Gets the start color variance of each particle.
 
void setStartColorVar (const Color4F &color)
 Sets the start color variance of each particle.
 
const Color4FgetEndColor () const
 Gets the end color and end color variation of each particle.
 
void setEndColor (const Color4F &color)
 Sets the end color and end color variation of each particle.
 
const Color4FgetEndColorVar () const
 Gets the end color variance of each particle.
 
void setEndColorVar (const Color4F &color)
 Sets the end color variance of each particle.
 
void useHSV (bool hsv)
 Sets wether to use HSV color system.
 
float getHue () const
 Gets the hue of each particle.
 
void setHue (float hue)
 Sets the hue of each particle.
 
float getHueVar () const
 Gets the hue variance of each particle.
 
void setHueVar (float hue)
 Sets the hue variance of each particle.
 
const HSVgetHSV () const
 Gets the HSV color of each particle.
 
void setHSV (const HSV &hsv)
 Sets the HSV color of each particle.
 
const HSVgetHSVVar () const
 Gets the HSV color variance of each particle.
 
void setHSVVar (const HSV &hsv)
 Sets the HSV color variance of each particle.
 
float getStartSpin () const
 Gets the start spin of each particle.
 
void setStartSpin (float spin)
 Sets the start spin of each particle.
 
float getStartSpinVar () const
 Gets the start spin variance of each particle.
 
void setStartSpinVar (float pinVar)
 Sets the start spin variance of each particle.
 
float getEndSpin () const
 Gets the end spin of each particle.
 
void setEndSpin (float endSpin)
 Sets the end spin of each particle.
 
float getEndSpinVar () const
 Gets the end spin variance of each particle.
 
void setEndSpinVar (float endSpinVar)
 Sets the end spin variance of each particle.
 
float getSpawnAngle ()
 Gets the spawn angle of each particle.
 
void setSpawnAngle (float angle)
 Sets the spawn angle of each particle.
 
float getSpawnAngleVar ()
 Sets the spawn angle variance of each particle.
 
void setSpawnAngleVar (float angle)
 Sets the spawn angle variance of each particle.
 
float getSpawnFadeIn ()
 Gets the spawn opacity fade in time of each particle.
 
void setSpawnFadeIn (float time)
 Sets the spawn opacity fade in time of each particle when it's created.
 
float getSpawnFadeInVar ()
 Gets the spawn opacity fade in time variance of each particle.
 
void setSpawnFadeInVar (float time)
 Sets the spawn opacity fade in time variance of each particle when it's created.
 
float getSpawnScaleIn ()
 Gets the spawn scale fade in time of each particle.
 
void setSpawnScaleIn (float time)
 Sets the spawn scale fade in time of each particle when it's created.
 
float getSpawnScaleInVar ()
 Gets the spawn scale fade in time variance of each particle.
 
void setSpawnScaleInVar (float time)
 Sets the spawn scale fade in time variance of each particle when it's created.
 
float getEmissionRate () const
 Gets the emission rate of the particles.
 
void setEmissionRate (float rate)
 Sets the emission rate of the particles.
 
virtual int getTotalParticles () const
 Gets the maximum particles of the system.
 
void setOpacityModifyRGB (bool opacityModifyRGB) override
 does the alpha value modify color
 
bool isOpacityModifyRGB () const override
 If node opacity will modify the RGB color value, then you should override this method and return true.
 
void setLifeAnimation (bool enabled)
 Enables or disables tex coord animations that are set based on particle life.
 
void setEmitterAnimation (bool enabled)
 Enables or disables tex coord animations that are set by the emitter randomly when a particle is emitted.
 
void setLoopAnimation (bool enabled)
 Enables or disables tex coord animations that are used to make particles play a sequence forever until they die.
 
int getTotalAnimationIndices ()
 Gets the total number of indices.
 
void setAnimationReverse (bool reverse)
 Sets wether to start from first cell and go forwards (normal) or last cell and go backwards (reversed)
 
void resetAnimationIndices ()
 Resets the count of indices to 0 and empties the animation index array.
 
void resetAnimationDescriptors ()
 Empties the container of animation descriptors.
 
void setMultiAnimationRandomSpecific (const std::vector< unsigned short > &animations)
 Choose what animation descriptors are to be selected at random for particles.
 
void setMultiAnimationRandom ()
 Choose ALL animation descriptors to be selected at random for particles.
 
void setAnimationIndicesAtlas ()
 Add all particle animation indices based on cells size and direction spicified using a texture atlas.
 
void setAnimationIndicesAtlas (unsigned int unifiedCellSize, TexAnimDir direction=TexAnimDir::HORIZONTAL)
 Add all particle animation indices based on cell size and direction spicified if the method of rendering preferred is texture atlas.
 
bool addAnimationIndex (std::string_view frameName)
 Add a particle animation index based on tex coords spicified using a sprite frame.
 
bool addAnimationIndex (unsigned short index, std::string_view frameName)
 Add a particle animation index based on tex coords spicified using a sprite frame.
 
bool addAnimationIndex (ax::SpriteFrame *frame)
 Add a particle animation index based on tex coords spicified using a sprite frame.
 
bool addAnimationIndex (unsigned short index, ax::SpriteFrame *frame)
 Add a particle animation index based on tex coords spicified using a sprite frame.
 
bool addAnimationIndex (unsigned short index, ax::Rect rect, bool rotated=false)
 Add a particle animation index based on tex coords spicified.
 
void setRectForUndefinedIndices (ax::Rect rect)
 You can specify what rect is used if an index in an animation descriptor wasn't found.
 
void setAnimationDescriptor (unsigned short indexOfDescriptor, float time, float timeVariance, const std::vector< unsigned short > &indices, bool reverse=false)
 Add a particle animation descriptor with an index.
 
void setAnimationDescriptor (const std::vector< unsigned short > &indices, bool reverse=false)
 Add a particle animation descriptor with the index 0.
 
void setAnimationSpeedTimescaleIndependent (bool independent)
 Sets wether the animation descriptors should follow the time scale of the system or not.
 
void setEmissionShapes (bool enabled)
 Sets wether to use emission shapes for this particle system or not.
 
void resetEmissionShapes ()
 Resets the count of emission shapes to 0 and empties the emission shapes array.
 
void addEmissionShape (EmissionShape shape)
 Adds an emission shape to the system.
 
void setEmissionShape (unsigned short index, EmissionShape shape)
 Updates an existing emission shape or adds it.
 
PositionType getPositionType () const
 Gets the particles movement type: Free or Grouped.
 
void setPositionType (PositionType type)
 Sets the particles movement type: Free or Grouped.
 
void simulate (float seconds=SIMULATION_USE_PARTICLE_LIFETIME, float frameRate=SIMULATION_USE_GAME_ANIMATION_INTERVAL)
 Advance the particle system and make it seem like it ran for this many seconds.
 
void resimulate (float seconds=SIMULATION_USE_PARTICLE_LIFETIME, float frameRate=SIMULATION_USE_GAME_ANIMATION_INTERVAL)
 Resets the particle system and then advances the particle system and make it seem like it ran for this many seconds.
 
virtual void onEnter () override
 Event callback that is invoked every time when Node enters the 'stage'.
 
virtual void onExit () override
 Event callback that is invoked every time the Node leaves the 'stage'.
 
virtual void update (float dt) override
 Update method will be called automatically every frame if "scheduleUpdate" is called, and the node is "live".
 
virtual void setBlendFunc (const BlendFunc &blendFunc) override
 
virtual const BlendFuncgetBlendFunc () const override
 @js NA @lua NA
 
 ParticleSystem ()
 @js ctor
 
virtual ~ParticleSystem ()
 @js NA @lua NA
 
bool init () override
 initializes a ParticleSystem
 
bool initWithFile (std::string_view plistFile)
 initializes a ParticleSystem from a plist file.
 
bool initWithDictionary (const ValueMap &dictionary)
 initializes a QuadParticleSystem from a Dictionary.
 
bool initWithDictionary (const ValueMap &dictionary, std::string_view dirname)
 initializes a particle system from a NSDictionary and the path from where to load the png
 
virtual bool isPaused () const
 Are the emissions paused.
 
virtual float getFixedFPS ()
 Gets the fixed frame rate count of the particle system.
 
virtual void setFixedFPS (float frameRate=0.0F)
 Sets the fixed frame rate count of the particle system.
 
virtual float getTimeScale ()
 Gets the time scale of the particle system.
 
virtual void setTimeScale (float scale=1.0F)
 Sets the time scale of the particle system.
 
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running".
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script.
 
virtual void cleanup ()
 Stops all running actions and schedulers.
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and draw them recursively.
 
virtual ScenegetScene () const
 Returns the Scene that contains the Node.
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.
 
virtual void setEventDispatcher (EventDispatcher *dispatcher)
 Set event dispatcher for scene.
 
virtual EventDispatchergetEventDispatcher () const
 Get the event dispatcher of scene.
 
virtual uint8_t getOpacity () const
 Return the node's opacity.
 
virtual uint8_t getDisplayedOpacity () const
 Return the node's display opacity.
 
virtual void setOpacity (uint8_t opacity)
 Change node opacity.
 
virtual void updateDisplayedOpacity (uint8_t parentOpacity)
 Update the displayed opacity of node with it's parent opacity;.
 
virtual bool isCascadeOpacityEnabled () const
 Whether cascadeOpacity is enabled or not.
 
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
 Change node's cascadeOpacity property.
 
virtual const Color3BgetColor () const
 Query node's color value.
 
virtual const Color3BgetDisplayedColor () const
 Query node's displayed color.
 
virtual void setColor (const Color3B &color)
 Change the color of node.
 
virtual void updateDisplayedColor (const Color3B &parentColor)
 Update node's displayed color with its parent color.
 
virtual bool isCascadeColorEnabled () const
 Query whether cascadeColor is enabled or not.
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
 If you want node's color affect the children node's color, then set it to true.
 
void setOnEnterCallback (const std::function< void()> &callback)
 Set the callback of event onEnter.
 
const std::function< void()> & getOnEnterCallback () const
 Get the callback of event onEnter.
 
void setOnExitCallback (const std::function< void()> &callback)
 Set the callback of event onExit.
 
const std::function< void()> & getOnExitCallback () const
 Get the callback of event onExit.
 
void setOnEnterTransitionDidFinishCallback (const std::function< void()> &callback)
 Set the callback of event EnterTransitionDidFinish.
 
const std::function< void()> & getOnEnterTransitionDidFinishCallback () const
 Get the callback of event EnterTransitionDidFinish.
 
void setOnExitTransitionDidStartCallback (const std::function< void()> &callback)
 Set the callback of event ExitTransitionDidStart.
 
const std::function< void()> & getOnExitTransitionDidStartCallback () const
 Get the callback of event ExitTransitionDidStart.
 
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true
 
virtual void setCameraMask (unsigned short mask, bool applyChildren=true)
 Modify the camera mask for current node.
 
void applyMaskOnEnter (bool applyChildren)
 Should addChild() make the child follow it's parent's mask?
 
virtual bool setProgramState (backend::ProgramState *programState, bool ownPS=false)
 Sets ProgramState with retain.
 
backend::ProgramState * setProgramStateByProgramId (uint64_t progId)
 Sets ProgramState by programId.
 
virtual void setLocalZOrder (int localZOrder)
 LocalZOrder is the 'key' used to sort the node relative to its siblings.
 
void updateOrderOfArrival ()
 !
 
virtual int getLocalZOrder () const
 Gets the local Z order of this node.
 
virtual void setGlobalZOrder (float globalZOrder)
 Defines the order in which the nodes are renderer.
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order.
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node.
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node.
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node.
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node.
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor.
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node.
 
virtual void setPosition (const Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system.
 
virtual void setPositionNormalized (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1.
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system.
 
virtual const Vec2getPositionNormalized () const
 Returns the normalized position.
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system.
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Vec2 object.
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position.
 
virtual float getPositionX () const
 Gets the x coordinate of the node in its parent's coordinate system.
 
virtual void setPositionY (float y)
 Sets the y coordinate of the node in its parent's coordinate system.
 
virtual float getPositionY () const
 Gets the y coordinate of the node in its parent's coordinate system.
 
virtual void setPosition3D (const Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system.
 
virtual Vec3 getPosition3D () const
 Returns the position (X,Y,Z) in its parent's coordinate system.
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position.
 
virtual float getPositionZ () const
 Gets position Z coordinate of this node.
 
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees.
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees.
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees.
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees.
 
virtual void setAnchorPoint (const Vec2 &anchorPoint)
 Sets the anchor point in percent.
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent.
 
virtual const Vec2getAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels.
 
virtual void setContentSize (const Vec2 &contentSize)
 Sets the untransformed size of the node.
 
virtual const Vec2getContentSize () const
 Returns the untransformed size of the node.
 
virtual bool hitTest (const Vec2 &worldPoint) const
 The basic node hit test, since axmol-1.0.
 
virtual void setVisible (bool visible)
 Sets whether the node is visible.
 
virtual bool isVisible () const
 Determines if the node is visible.
 
virtual float getRotation () const
 Returns the rotation of the node in degrees.
 
virtual void setRotation3D (const Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees.
 
virtual Vec3 getRotation3D () const
 Returns the rotation (X,Y,Z) in degrees.
 
virtual void setRotationQuat (const Quaternion &quat)
 Set rotation by quaternion.
 
virtual Quaternion getRotationQuat () const
 Return the rotation by quaternion, Note that when _rotationZ_X == _rotationZ_Y, the returned quaternion equals to RotationZ_X * RotationY * RotationX, it equals to RotationY * RotationX otherwise.
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
 
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew.
 
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
 
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
 
virtual void setIgnoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node.
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node.
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily.
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily.
 
virtual std::string_view getName () const
 Returns a string that is used to identify the node.
 
virtual void setName (std::string_view name)
 Changes the name that is used to identify the node easily.
 
virtual void * getUserData ()
 Returns a custom user data pointer.
 
virtual const void * getUserData () const
 @lua NA
 
virtual void setUserData (void *userData)
 Sets a custom user data pointer.
 
virtual ObjectgetUserObject ()
 Returns a user assigned Object.
 
virtual const ObjectgetUserObject () const
 @lua NA
 
virtual void setUserObject (Object *userObject)
 Returns a user assigned Object.
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'.
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'.
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions.
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions.
 
virtual Action * runAction (Action *action)
 Executes an action, and returns the action that is executed.
 
void stopAllActions ()
 Stops and removes all actions from the running action list .
 
void stopAction (Action *action)
 Stops and removes an action from the running action list.
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag.
 
void stopAllActionsByTag (int tag)
 Removes all actions from the running action list by its tag.
 
void stopActionsByFlags (unsigned int flags)
 Removes all actions from the running action list by its flags.
 
Action * getActionByTag (int tag)
 Gets an action from the running action list by its tag.
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
 
ssize_t getNumberOfRunningActionsByTag (int tag) const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays) with a specific tag.
 
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers.
 
virtual SchedulergetScheduler ()
 Gets a Scheduler object.
 
bool isScheduled (SEL_SCHEDULE selector) const
 Checks whether a selector is scheduled.
 
bool isScheduled (std::string_view key) const
 Checks whether a lambda function is scheduled.
 
void scheduleUpdate ()
 Schedules the "update" method.
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority.
 
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector.
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds.
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger.
 
void scheduleOnce (const std::function< void(float)> &callback, float delay, std::string_view key)
 Schedules a lambda function that runs only once, with a delay of 0 or larger.
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame.
 
void schedule (const std::function< void(float)> &callback, std::string_view key)
 Schedules a lambda function.
 
void schedule (const std::function< void(float)> &callback, float interval, std::string_view key)
 Schedules a lambda function.
 
void schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, std::string_view key)
 Schedules a lambda function.
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector.
 
void unschedule (std::string_view key)
 Unschedules a lambda function.
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions.
 
virtual void resume ()
 Resumes all scheduled selectors, actions and event listeners.
 
virtual void pause ()
 Pauses all scheduled selectors, actions and event listeners.
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively.
 
virtual const Mat4getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
 
virtual Mat4 getNodeToParentTransform (Node *ancestor) const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates.
 
virtual AffineTransform getNodeToParentAffineTransform (Node *ancestor) const
 Returns the affine transform matrix that transform the node's (local) space coordinates into the parent's space coordinates.
 
virtual void setNodeToParentTransform (const Mat4 &transform)
 Sets the transformation matrix manually.
 
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates.
 
virtual Mat4 getNodeToWorldTransform () const
 Returns the world affine transform matrix.
 
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix.
 
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates.
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates.
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates.
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points.
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Vec2.
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate.
 
Vec2 getWorldPosition () const
 Gets position of node in world space.
 
void setWorldPosition (const Vec2 &position)
 Sets position of node in world space.
 
void setAdditionalTransform (const Mat4 *additionalTransform)
 Sets an additional transform matrix to the node.
 
Component * getComponent (std::string_view name)
 Gets a component by its name.
 
virtual bool addComponent (Component *component)
 Adds a component.
 
virtual bool removeComponent (std::string_view name)
 Removes a component by its name.
 
virtual bool removeComponent (Component *component)
 Removes a component by its pointer.
 
virtual void removeAllComponents ()
 Removes all components.
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0.
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order.
 
virtual void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag.
 
virtual void addChild (Node *child, int localZOrder, std::string_view name)
 Adds a child to the container with z order and tag.
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag.
 
template<typename T>
getChildByTag (int tag) const
 Gets a child from the container with its tag that can be cast to Type T.
 
virtual NodegetChildByName (std::string_view name) const
 Gets a child from the container with its name.
 
template<typename T>
getChildByName (std::string_view name) const
 Gets a child from the container with its name that can be cast to Type T.
 
virtual void enumerateChildren (std::string_view name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name.
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children.
 
virtual ssize_t getChildrenCount () const
 Returns the amount of children.
 
virtual void setParent (Node *parent)
 Sets the parent node.
 
virtual NodegetParent ()
 Returns a pointer to the parent node.
 
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup.
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node.
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container.
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value.
 
virtual void removeChildByName (std::string_view name, bool cleanup=true)
 Removes a child from the container by tag value.
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup.
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value.
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered.
 
- Public Member Functions inherited from Object
void retain ()
 Retains the ownership.
 
void release ()
 Releases the ownership immediately.
 
Objectautorelease ()
 Releases the ownership sometime soon automatically.
 
unsigned int getReferenceCount () const
 Returns the Object's current reference count.
 
virtual ~Object ()
 Destructor.
 

Static Public Member Functions

static ParticleGalaxycreate ()
 Create a galaxy particle system.
 
static ParticleGalaxycreateWithTotalParticles (int numberOfParticles)
 Create a galaxy particle system withe a fixed number of particles.
 
- Static Public Member Functions inherited from ParticleSystemQuad
static ParticleSystemQuadcreate ()
 Creates a Particle Emitter.
 
static ParticleSystemQuadcreateWithTotalParticles (int numberOfParticles)
 Creates a Particle Emitter with a number of particles.
 
static ParticleSystemQuadcreate (std::string_view filename)
 Creates an initializes a ParticleSystemQuad from a plist file.
 
static ParticleSystemQuadcreate (ValueMap &dictionary)
 Creates a Particle Emitter with a dictionary.
 
- Static Public Member Functions inherited from ParticleSystem
static ParticleSystemcreate (std::string_view plistFile)
 Creates an initializes a ParticleSystem from a plist file.
 
static ParticleSystemcreateWithTotalParticles (int numberOfParticles)
 Create a system with a fixed number of particles.
 
static Vector< ParticleSystem * > & getAllParticleSystems ()
 Gets all ParticleSystem references.
 
static EmissionShape createMaskShape (std::string_view maskId, Vec2 pos=Vec2::ZERO, Vec2 overrideSize=Vec2::ZERO, Vec2 scale=Vec2::ONE, float angle=0.0F)
 Adds an emission shape of type mask to the system.
 
static EmissionShape createPointShape (Vec2 pos)
 Adds an emission shape of type point to the system.
 
static EmissionShape createRectShape (Vec2 pos, Size size)
 Adds an emission shape of type Rectangle to the system.
 
static EmissionShape createRectTorusShape (Vec2 pos, Size innerSize, Size outerSize)
 Adds an emission shape of type Rectangular Torus to the system.
 
static EmissionShape createCircleShape (Vec2 pos, float radius, float edgeBias=1.0F)
 Adds an emission shape of type Circle to the system.
 
static EmissionShape createConeShape (Vec2 pos, float radius, float offset, float angle, float edgeBias=1.0F)
 Adds an emission shape of type Cone to the system.
 
static EmissionShape createTorusShape (Vec2 pos, float innerRadius, float outerRadius, float edgeBias=1.0F)
 Adds an emission shape of type Torus to the system.
 
static EmissionShape createConeTorusShape (Vec2 pos, float innerRadius, float outerRadius, float offset, float angle, float edgeBias=1.0F)
 Adds an emission shape of type Torus to the system.
 
static Nodecreate ()
 Allocates and initializes a node.
 
static int getAttachedNodeCount ()
 Gets count of nodes those are attached to scene graph.
 
template<typename _T>
static void sortNodes (ax::Vector< _T * > &nodes)
 Sorts helper function.
 

Additional Inherited Members

- Public Types inherited from ParticleSystem
enum class  Mode
 Mode @js cc.ParticleSystem.MODE_GRAVITY;.
 
enum class  PositionType { }
 PositionType Types of particle positioning. More...
 
enum class  TexAnimDir { }
 TexAnimDir Texture animation direction for the particles. More...
 
enum  {
  DURATION_INFINITY = -1 , START_SIZE_EQUAL_TO_END_SIZE = -1 , START_RADIUS_EQUAL_TO_END_RADIUS = -1 , SIMULATION_USE_PARTICLE_LIFETIME = -1 ,
  SIMULATION_USE_GAME_ANIMATION_INTERVAL = -1
}
 
- Public Attributes inherited from Object
unsigned int _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes.
 

Detailed Description

A galaxy particle system.

Member Function Documentation

◆ create()

static ParticleGalaxy * create ( )
static

Create a galaxy particle system.

Returns
An autoreleased ParticleGalaxy object.

◆ createWithTotalParticles()

static ParticleGalaxy * createWithTotalParticles ( int numberOfParticles)
static

Create a galaxy particle system withe a fixed number of particles.

Parameters
numberOfParticlesA given number of particles.
Returns
An autoreleased ParticleGalaxy object. @js NA

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