/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
/**
* A fire particle system
* @class
* @extends cc.ParticleSystem
*
* @example
* var emitter = new cc.ParticleFire();
*/
cc.ParticleFire = cc.ParticleSystem.extend(/** @lends cc.ParticleFire# */{
/**
*
The cc.ParticleFire's constructor.
* This function will automatically be invoked when you create a node using new construction: "var node = new cc.ParticleFire()".
* Override it to extend its behavior, remember to call "this._super()" in the extended "ctor" function.
*/
ctor:function () {
cc.ParticleSystem.prototype.ctor.call(this, (cc._renderType === cc._RENDER_TYPE_WEBGL) ? 300 : 150);
},
/**
* initialize a fire particle system with number Of Particles
* @param {Number} numberOfParticles
* @return {Boolean}
*/
initWithTotalParticles:function (numberOfParticles) {
if (cc.ParticleSystem.prototype.initWithTotalParticles.call(this, numberOfParticles)) {
// duration
this.setDuration(cc.ParticleSystem.DURATION_INFINITY);
// Gravity Mode
this.setEmitterMode(cc.ParticleSystem.MODE_GRAVITY);
// Gravity Mode: gravity
this.setGravity(cc.p(0, 0));
// Gravity Mode: radial acceleration
this.setRadialAccel(0);
this.setRadialAccelVar(0);
// Gravity Mode: speed of particles
this.setSpeed(60);
this.setSpeedVar(20);
// starting angle
this.setAngle(90);
this.setAngleVar(10);
// emitter position
var winSize = cc.director.getWinSize();
this.setPosition(winSize.width / 2, 60);
this.setPosVar(cc.p(40, 20));
// life of particles
this.setLife(3);
this.setLifeVar(0.25);
// size, in pixels
this.setStartSize(54.0);
this.setStartSizeVar(10.0);
this.setEndSize(cc.ParticleSystem.START_SIZE_EQUAL_TO_END_SIZE);
// emits per frame
this.setEmissionRate(this.getTotalParticles() / this.getLife());
// color of particles
this.setStartColor(cc.color(194,64,31,255));
this.setStartColorVar(cc.color(0,0,0,0));
this.setEndColor(cc.color(0,0,0,255));
this.setEndColorVar(cc.color(0,0,0,0));
// additive
this.setBlendAdditive(true);
return true;
}
return false;
}
});
/**
* Create a fire particle system
* @deprecated since v3.0 please use new cc.ParticleFire() instead
* @return {cc.ParticleFire}
*
* @example
* var emitter = cc.ParticleFire.create();
*/
cc.ParticleFire.create = function () {
return new cc.ParticleFire();
};
/**
* A fireworks particle system
* @class
* @extends cc.ParticleSystem
*
* @example
* var emitter = new cc.ParticleFireworks();
*/
cc.ParticleFireworks = cc.ParticleSystem.extend(/** @lends cc.ParticleFireworks# */{
/**
* The cc.ParticleFireworks's constructor.
* This function will automatically be invoked when you create a node using new construction: "var node = new cc.ParticleFireworks()".
* Override it to extend its behavior, remember to call "this._super()" in the extended "ctor" function.
*/
ctor:function () {
cc.ParticleSystem.prototype.ctor.call(this, (cc._renderType === cc._RENDER_TYPE_WEBGL) ? 1500 : 150);
},
/**
* initialize a fireworks particle system with number Of Particles
* @param {Number} numberOfParticles
* @return {Boolean}
*/
initWithTotalParticles:function (numberOfParticles) {
if (cc.ParticleSystem.prototype.initWithTotalParticles.call(this, numberOfParticles)) {
// duration
this.setDuration(cc.ParticleSystem.DURATION_INFINITY);
// Gravity Mode
this.setEmitterMode(cc.ParticleSystem.MODE_GRAVITY);
// Gravity Mode: gravity
this.setGravity(cc.p(0, -90));
// Gravity Mode: radial
this.setRadialAccel(0);
this.setRadialAccelVar(0);
// Gravity Mode: speed of particles
this.setSpeed(180);
this.setSpeedVar(50);
// emitter position
var winSize = cc.director.getWinSize();
this.setPosition(winSize.width / 2, winSize.height / 2);
// angle
this.setAngle(90);
this.setAngleVar(20);
// life of particles
this.setLife(3.5);
this.setLifeVar(1);
// emits per frame
this.setEmissionRate(this.getTotalParticles() / this.getLife());
// color of particles
this.setStartColor(cc.color(128,128,128,255));
this.setStartColorVar(cc.color(128,128,128,255));
this.setEndColor(cc.color(26,26,26,51));
this.setEndColorVar(cc.color(26,26,26,51));
// size, in pixels
this.setStartSize(8.0);
this.setStartSizeVar(2.0);
this.setEndSize(cc.ParticleSystem.START_SIZE_EQUAL_TO_END_SIZE);
// additive
this.setBlendAdditive(false);
return true;
}
return false;
}
});
/**
* Create a fireworks particle system
* @deprecated since v3.0 please use new cc.ParticleFireworks() instead.
* @return {cc.ParticleFireworks}
*
* @example
* var emitter = cc.ParticleFireworks.create();
*/
cc.ParticleFireworks.create = function () {
return new cc.ParticleFireworks();
};
/**
* A sun particle system
* @class
* @extends cc.ParticleSystem
*
* @example
* var emitter = new cc.ParticleSun();
*/
cc.ParticleSun = cc.ParticleSystem.extend(/** @lends cc.ParticleSun# */{
/**
* The cc.ParticleSun's constructor.
* This function will automatically be invoked when you create a node using new construction: "var node = new cc.ParticleSun()".
* Override it to extend its behavior, remember to call "this._super()" in the extended "ctor" function.
*/
ctor:function () {
cc.ParticleSystem.prototype.ctor.call(this, (cc._renderType === cc._RENDER_TYPE_WEBGL) ? 350 : 150);
},
/**
* initialize a sun particle system with number Of Particles
* @param {Number} numberOfParticles
* @return {Boolean}
*/
initWithTotalParticles:function (numberOfParticles) {
if (cc.ParticleSystem.prototype.initWithTotalParticles.call(this, numberOfParticles)) {
// additive
this.setBlendAdditive(true);
// duration
this.setDuration(cc.ParticleSystem.DURATION_INFINITY);
// Gravity Mode
this.setEmitterMode(cc.ParticleSystem.MODE_GRAVITY);
// Gravity Mode: gravity
this.setGravity(cc.p(0, 0));
// Gravity mode: radial acceleration
this.setRadialAccel(0);
this.setRadialAccelVar(0);
// Gravity mode: speed of particles
this.setSpeed(20);
this.setSpeedVar(5);
// angle
this.setAngle(90);
this.setAngleVar(360);
// emitter position
var winSize = cc.director.getWinSize();
this.setPosition(winSize.width / 2, winSize.height / 2);
this.setPosVar(cc.p(0,0));
// life of particles
this.setLife(1);
this.setLifeVar(0.5);
// size, in pixels
this.setStartSize(30.0);
this.setStartSizeVar(10.0);
this.setEndSize(cc.ParticleSystem.START_SIZE_EQUAL_TO_END_SIZE);
// emits per seconds
this.setEmissionRate(this.getTotalParticles() / this.getLife());
// color of particles
this.setStartColor(cc.color(194, 64, 31, 255));
this.setStartColorVar(cc.color(0, 0, 0, 0));
this.setEndColor(cc.color(0, 0, 0, 255));
this.setEndColorVar(cc.color(0, 0, 0, 0));
return true;
}
return false;
}
});
/**
* Create a sun particle system
* @deprecated since v3.0 please use new cc.ParticleSun() instead.
* @return {cc.ParticleSun}
*
* @example
* var emitter = cc.ParticleSun.create();
*/
cc.ParticleSun.create = function () {
return new cc.ParticleSun();
};
//! @brief A particle system
/**
* A galaxy particle system
* @class
* @extends cc.ParticleSystem
*
* @example
* var emitter = new cc.ParticleGalaxy();
*/
cc.ParticleGalaxy = cc.ParticleSystem.extend(/** @lends cc.ParticleGalaxy# */{
/**
* The cc.ParticleGalaxy's constructor.
* This function will automatically be invoked when you create a node using new construction: "var node = new cc.ParticleGalaxy()".
* Override it to extend its behavior, remember to call "this._super()" in the extended "ctor" function.
*/
ctor:function () {
cc.ParticleSystem.prototype.ctor.call(this, (cc._renderType === cc._RENDER_TYPE_WEBGL) ? 200 : 100);
},
/**
* initialize a galaxy particle system with number Of Particles
* @param {Number} numberOfParticles
* @return {Boolean}
*/
initWithTotalParticles:function (numberOfParticles) {
if (cc.ParticleSystem.prototype.initWithTotalParticles.call(this, numberOfParticles)) {
// duration
this.setDuration(cc.ParticleSystem.DURATION_INFINITY);
// Gravity Mode
this.setEmitterMode(cc.ParticleSystem.MODE_GRAVITY);
// Gravity Mode: gravity
this.setGravity(cc.p(0, 0));
// Gravity Mode: speed of particles
this.setSpeed(60);
this.setSpeedVar(10);
// Gravity Mode: radial
this.setRadialAccel(-80);
this.setRadialAccelVar(0);
// Gravity Mode: tangential
this.setTangentialAccel(80);
this.setTangentialAccelVar(0);
// angle
this.setAngle(90);
this.setAngleVar(360);
// emitter position
var winSize = cc.director.getWinSize();
this.setPosition(winSize.width / 2, winSize.height / 2);
this.setPosVar(cc.p(0,0));
// life of particles
this.setLife(4);
this.setLifeVar(1);
// size, in pixels
this.setStartSize(37.0);
this.setStartSizeVar(10.0);
this.setEndSize(cc.ParticleSystem.START_SIZE_EQUAL_TO_END_SIZE);
// emits per second
this.setEmissionRate(this.getTotalParticles() / this.getLife());
// color of particles
this.setStartColor(cc.color(31, 64, 194, 255));
this.setStartColorVar(cc.color(0, 0, 0, 0));
this.setEndColor(cc.color(0, 0, 0, 255));
this.setEndColorVar(cc.color(0, 0, 0, 0));
// additive
this.setBlendAdditive(true);
return true;
}
return false;
}
});
/**
* Create a galaxy particle system
* @deprecated since v3.0 please use new cc.OarticleGalaxy() instead.
* @return {cc.ParticleGalaxy}
*
* @example
* var emitter = cc.ParticleGalaxy.create();
*/
cc.ParticleGalaxy.create = function () {
return new cc.ParticleGalaxy();
};
/**
* A flower particle system
* @class
* @extends cc.ParticleSystem
*
* @example
* var emitter = new cc.ParticleFlower();
*/
cc.ParticleFlower = cc.ParticleSystem.extend(/** @lends cc.ParticleFlower# */{
/**
* The cc.ParticleFlower's constructor.
* This function will automatically be invoked when you create a node using new construction: "var node = new cc.ParticleFlower()".
* Override it to extend its behavior, remember to call "this._super()" in the extended "ctor" function.
*/
ctor : function () {
cc.ParticleSystem.prototype.ctor.call(this, (cc._renderType === cc._RENDER_TYPE_WEBGL) ? 250 : 100);
},
/**
* initialize a flower particle system with number Of Particles
* @param {Number} numberOfParticles
* @return {Boolean}
*/
initWithTotalParticles:function (numberOfParticles) {
if (cc.ParticleSystem.prototype.initWithTotalParticles.call(this, numberOfParticles)) {
// duration
this.setDuration(cc.ParticleSystem.DURATION_INFINITY);
// Gravity Mode
this.setEmitterMode(cc.ParticleSystem.MODE_GRAVITY);
// Gravity Mode: gravity
this.setGravity(cc.p(0, 0));
// Gravity Mode: speed of particles
this.setSpeed(80);
this.setSpeedVar(10);
// Gravity Mode: radial
this.setRadialAccel(-60);
this.setRadialAccelVar(0);
// Gravity Mode: tangential
this.setTangentialAccel(15);
this.setTangentialAccelVar(0);
// angle
this.setAngle(90);
this.setAngleVar(360);
// emitter position
var winSize = cc.director.getWinSize();
this.setPosition(winSize.width / 2, winSize.height / 2);
this.setPosVar(cc.p(0,0));
// life of particles
this.setLife(4);
this.setLifeVar(1);
// size, in pixels
this.setStartSize(30.0);
this.setStartSizeVar(10.0);
this.setEndSize(cc.ParticleSystem.START_SIZE_EQUAL_TO_END_SIZE);
// emits per second
this.setEmissionRate(this.getTotalParticles() / this.getLife());
// color of particles
this.setStartColor(cc.color(128, 128, 128, 255));
this.setStartColorVar(cc.color(128, 128, 128, 128));
this.setEndColor(cc.color(0, 0, 0, 255));
this.setEndColorVar(cc.color(0, 0, 0, 0));
// additive
this.setBlendAdditive(true);
return true;
}
return false;
}
});
/**
* Create a flower particle system
* @deprecated since v3.0 please use new cc.ParticleFlower() instead.
* @return {cc.ParticleFlower}
*
* @example
* var emitter = cc.ParticleFlower.create();
*/
cc.ParticleFlower.create = function () {
return new cc.ParticleFlower();
};
//! @brief A meteor particle system
/**
* A meteor particle system
* @class
* @extends cc.ParticleSystem
*
* @example
* var emitter = new cc.ParticleMeteor();
*/
cc.ParticleMeteor = cc.ParticleSystem.extend(/** @lends cc.ParticleMeteor# */{
/**
* The cc.ParticleMeteor's constructor.
* This function will automatically be invoked when you create a node using new construction: "var node = new cc.ParticleMeteor()".
* Override it to extend its behavior, remember to call "this._super()" in the extended "ctor" function.
*/
ctor:function () {
cc.ParticleSystem.prototype.ctor.call(this, (cc._renderType === cc._RENDER_TYPE_WEBGL) ? 150 : 100);
},
/**
* initialize a meteor particle system with number Of Particles
* @param {Number} numberOfParticles
* @return {Boolean}
*/
initWithTotalParticles:function (numberOfParticles) {
if (cc.ParticleSystem.prototype.initWithTotalParticles.call(this, numberOfParticles)) {
// duration
this.setDuration(cc.ParticleSystem.DURATION_INFINITY);
// Gravity Mode
this.setEmitterMode(cc.ParticleSystem.MODE_GRAVITY);
// Gravity Mode: gravity
this.setGravity(cc.p(-200, 200));
// Gravity Mode: speed of particles
this.setSpeed(15);
this.setSpeedVar(5);
// Gravity Mode: radial
this.setRadialAccel(0);
this.setRadialAccelVar(0);
// Gravity Mode: tangential
this.setTangentialAccel(0);
this.setTangentialAccelVar(0);
// angle
this.setAngle(90);
this.setAngleVar(360);
// emitter position
var winSize = cc.director.getWinSize();
this.setPosition(winSize.width / 2, winSize.height / 2);
this.setPosVar(cc.p(0,0));
// life of particles
this.setLife(2);
this.setLifeVar(1);
// size, in pixels
this.setStartSize(60.0);
this.setStartSizeVar(10.0);
this.setEndSize(cc.ParticleSystem.START_SIZE_EQUAL_TO_END_SIZE);
// emits per second
this.setEmissionRate(this.getTotalParticles() / this.getLife());
// color of particles
this.setStartColor(cc.color(51, 102, 179));
this.setStartColorVar(cc.color(0, 0, 51, 26));
this.setEndColor(cc.color(0, 0, 0, 255));
this.setEndColorVar(cc.color(0, 0, 0, 0));
// additive
this.setBlendAdditive(true);
return true;
}
return false;
}
});
/**
* Create a meteor particle system
* @deprecated since v3.0 please use new cc.ParticleMeteor() instead.
* @return {cc.ParticleMeteor}
*
* @example
* var emitter = cc.ParticleMeteor.create();
*/
cc.ParticleMeteor.create = function () {
return new cc.ParticleMeteor();
};
/**
* A spiral particle system
* @class
* @extends cc.ParticleSystem
*
* @example
* var emitter = new cc.ParticleSpiral();
*/
cc.ParticleSpiral = cc.ParticleSystem.extend(/** @lends cc.ParticleSpiral# */{
/**
* The cc.ParticleSpiral's constructor.
* This function will automatically be invoked when you create a node using new construction: "var node = new cc.ParticleSpiral()".
* Override it to extend its behavior, remember to call "this._super()" in the extended "ctor" function.
*/
ctor:function() {
cc.ParticleSystem.prototype.ctor.call(this,(cc._renderType === cc._RENDER_TYPE_WEBGL) ? 500 : 100);
},
/**
* initialize a spiral particle system with number Of Particles
* @param {Number} numberOfParticles
* @return {Boolean}
*/
initWithTotalParticles:function (numberOfParticles) {
if (cc.ParticleSystem.prototype.initWithTotalParticles.call(this, numberOfParticles)) {
// duration
this.setDuration(cc.ParticleSystem.DURATION_INFINITY);
// Gravity Mode
this.setEmitterMode(cc.ParticleSystem.MODE_GRAVITY);
// Gravity Mode: gravity
this.setGravity(cc.p(0, 0));
// Gravity Mode: speed of particles
this.setSpeed(150);
this.setSpeedVar(0);
// Gravity Mode: radial
this.setRadialAccel(-380);
this.setRadialAccelVar(0);
// Gravity Mode: tangential
this.setTangentialAccel(45);
this.setTangentialAccelVar(0);
// angle
this.setAngle(90);
this.setAngleVar(0);
// emitter position
var winSize = cc.director.getWinSize();
this.setPosition(winSize.width / 2, winSize.height / 2);
this.setPosVar(cc.p(0,0));
// life of particles
this.setLife(12);
this.setLifeVar(0);
// size, in pixels
this.setStartSize(20.0);
this.setStartSizeVar(0.0);
this.setEndSize(cc.ParticleSystem.START_SIZE_EQUAL_TO_END_SIZE);
// emits per second
this.setEmissionRate(this.getTotalParticles() / this.getLife());
// color of particles
this.setStartColor(cc.color(128,128,128,255));
this.setStartColorVar(cc.color(128,128,128,0));
this.setEndColor(cc.color(128,128,128,255));
this.setEndColorVar(cc.color(128,128,128,0));
// additive
this.setBlendAdditive(false);
return true;
}
return false;
}
});
/**
* Create a spiral particle system
* @deprecated since v3.0 please use new cc.ParticleSpiral() instead.
* @return {cc.ParticleSpiral}
*
* @example
* var emitter = cc.ParticleSpiral.create();
*/
cc.ParticleSpiral.create = function () {
return new cc.ParticleSpiral();
};
/**
* An explosion particle system
* @class
* @extends cc.ParticleSystem
*
* @example
* var emitter = new cc.ParticleExplosion();
*/
cc.ParticleExplosion = cc.ParticleSystem.extend(/** @lends cc.ParticleExplosion# */{
/**
* The cc.ParticleExplosion's constructor.
* This function will automatically be invoked when you create a node using new construction: "var node = new cc.ParticleExplosion()".
* Override it to extend its behavior, remember to call "this._super()" in the extended "ctor" function.
*/
ctor:function () {
cc.ParticleSystem.prototype.ctor.call(this, (cc._renderType === cc._RENDER_TYPE_WEBGL) ? 700 : 300);
},
/**
* initialize an explosion particle system with number Of Particles
* @param {Number} numberOfParticles
* @return {Boolean}
*/
initWithTotalParticles:function (numberOfParticles) {
if (cc.ParticleSystem.prototype.initWithTotalParticles.call(this, numberOfParticles)) {
// duration
this.setDuration(0.1);
this.setEmitterMode(cc.ParticleSystem.MODE_GRAVITY);
// Gravity Mode: gravity
this.setGravity(cc.p(0, 0));
// Gravity Mode: speed of particles
this.setSpeed(70);
this.setSpeedVar(40);
// Gravity Mode: radial
this.setRadialAccel(0);
this.setRadialAccelVar(0);
// Gravity Mode: tangential
this.setTangentialAccel(0);
this.setTangentialAccelVar(0);
// angle
this.setAngle(90);
this.setAngleVar(360);
// emitter position
var winSize = cc.director.getWinSize();
this.setPosition(winSize.width / 2, winSize.height / 2);
this.setPosVar(cc.p(0,0));
// life of particles
this.setLife(5.0);
this.setLifeVar(2);
// size, in pixels
this.setStartSize(15.0);
this.setStartSizeVar(10.0);
this.setEndSize(cc.ParticleSystem.START_SIZE_EQUAL_TO_END_SIZE);
// emits per second
this.setEmissionRate(this.getTotalParticles() / this.getDuration());
// color of particles
this.setStartColor(cc.color(179, 26, 51, 255));
this.setStartColorVar(cc.color(128, 128, 128, 0));
this.setEndColor(cc.color(128, 128, 128, 0));
this.setEndColorVar(cc.color(128, 128, 128, 0));
// additive
this.setBlendAdditive(false);
return true;
}
return false;
}
});
/**
* Create an explosion particle system
* @deprecated since v3.0 please use new cc.ParticleExplosion() instead.
* @return {cc.ParticleExplosion}
*
* @example
* var emitter = cc.ParticleExplosion.create();
*/
cc.ParticleExplosion.create = function () {
return new cc.ParticleExplosion();
};
/**
* A smoke particle system
* @class
* @extends cc.ParticleSystem
*
* @example
* var emitter = new cc.ParticleSmoke();
*/
cc.ParticleSmoke = cc.ParticleSystem.extend(/** @lends cc.ParticleSmoke# */{
/**
* The cc.ParticleSmoke's constructor.
* This function will automatically be invoked when you create a node using new construction: "var node = new cc.ParticleSmoke()".
* Override it to extend its behavior, remember to call "this._super()" in the extended "ctor" function.
*/
ctor:function () {
cc.ParticleSystem.prototype.ctor.call(this, (cc._renderType === cc._RENDER_TYPE_WEBGL) ? 200 : 100);
},
/**
* initialize a smoke particle system with number Of Particles
* @param {Number} numberOfParticles
* @return {Boolean}
*/
initWithTotalParticles:function (numberOfParticles) {
if (cc.ParticleSystem.prototype.initWithTotalParticles.call(this, numberOfParticles)) {
// duration
this.setDuration(cc.ParticleSystem.DURATION_INFINITY);
// Emitter mode: Gravity Mode
this.setEmitterMode(cc.ParticleSystem.MODE_GRAVITY);
// Gravity Mode: gravity
this.setGravity(cc.p(0, 0));
// Gravity Mode: radial acceleration
this.setRadialAccel(0);
this.setRadialAccelVar(0);
// Gravity Mode: speed of particles
this.setSpeed(25);
this.setSpeedVar(10);
// angle
this.setAngle(90);
this.setAngleVar(5);
// emitter position
var winSize = cc.director.getWinSize();
this.setPosition(winSize.width / 2, 0);
this.setPosVar(cc.p(20, 0));
// life of particles
this.setLife(4);
this.setLifeVar(1);
// size, in pixels
this.setStartSize(60.0);
this.setStartSizeVar(10.0);
this.setEndSize(cc.ParticleSystem.START_SIZE_EQUAL_TO_END_SIZE);
// emits per frame
this.setEmissionRate(this.getTotalParticles() / this.getLife());
// color of particles
this.setStartColor(cc.color(204, 204, 204, 255));
this.setStartColorVar(cc.color(5, 5, 5, 0));
this.setEndColor(cc.color(0, 0, 0, 255));
this.setEndColorVar(cc.color(0, 0, 0, 0));
// additive
this.setBlendAdditive(false);
return true;
}
return false;
}
});
/**
* Create a smoke particle system
* @deprecated since v3.0 please use new cc.ParticleSmoke() instead.
* @return {cc.ParticleSmoke}
*
* @example
* var emitter = cc.ParticleFireworks.create();
*/
cc.ParticleSmoke.create = function () {
return new cc.ParticleSmoke();
};
/**
* A snow particle system
* @class
* @extends cc.ParticleSystem
*
* @example
* var emitter = new cc.ParticleSnow();
*/
cc.ParticleSnow = cc.ParticleSystem.extend(/** @lends cc.ParticleSnow# */{
/**
* The cc.ParticleSnow's constructor.
* This function will automatically be invoked when you create a node using new construction: "var node = new cc.ParticleSnow()".
* Override it to extend its behavior, remember to call "this._super()" in the extended "ctor" function.
*/
ctor:function () {
cc.ParticleSystem.prototype.ctor.call(this, (cc._renderType === cc._RENDER_TYPE_WEBGL) ? 700 : 250);
},
/**
* initialize a snow particle system with number Of Particles
* @param {Number} numberOfParticles
* @return {Boolean}
*/
initWithTotalParticles:function (numberOfParticles) {
if (cc.ParticleSystem.prototype.initWithTotalParticles.call(this, numberOfParticles)) {
// duration
this.setDuration(cc.ParticleSystem.DURATION_INFINITY);
// set gravity mode.
this.setEmitterMode(cc.ParticleSystem.MODE_GRAVITY);
// Gravity Mode: gravity
this.setGravity(cc.p(0, -1));
// Gravity Mode: speed of particles
this.setSpeed(5);
this.setSpeedVar(1);
// Gravity Mode: radial
this.setRadialAccel(0);
this.setRadialAccelVar(1);
// Gravity mode: tangential
this.setTangentialAccel(0);
this.setTangentialAccelVar(1);
// emitter position
var winSize = cc.director.getWinSize();
this.setPosition(winSize.width / 2, winSize.height + 10);
this.setPosVar(cc.p(winSize.width / 2, 0));
// angle
this.setAngle(-90);
this.setAngleVar(5);
// life of particles
this.setLife(45);
this.setLifeVar(15);
// size, in pixels
this.setStartSize(10.0);
this.setStartSizeVar(5.0);
this.setEndSize(cc.ParticleSystem.START_SIZE_EQUAL_TO_END_SIZE);
// emits per second
this.setEmissionRate(10);
// color of particles
this.setStartColor(cc.color(255, 255, 255, 255));
this.setStartColorVar(cc.color(0, 0, 0, 0));
this.setEndColor(cc.color(255, 255, 255, 0));
this.setEndColorVar(cc.color(0, 0, 0, 0));
// additive
this.setBlendAdditive(false);
return true;
}
return false;
}
});
/**
* Create a snow particle system
* @deprecated since v3.0 please use new cc.ParticleSnow() instead.
* @return {cc.ParticleSnow}
*
* @example
* var emitter = cc.ParticleSnow.create();
*/
cc.ParticleSnow.create = function () {
return new cc.ParticleSnow();
};
//! @brief A rain particle system
/**
* A rain particle system
* @class
* @extends cc.ParticleSystem
*
* @example
* var emitter = new cc.ParticleRain();
*/
cc.ParticleRain = cc.ParticleSystem.extend(/** @lends cc.ParticleRain# */{
/**
* The cc.ParticleRain's constructor.
* This function will automatically be invoked when you create a node using new construction: "var node = new cc.ParticleRain()".
* Override it to extend its behavior, remember to call "this._super()" in the extended "ctor" function.
*/
ctor:function () {
cc.ParticleSystem.prototype.ctor.call(this, (cc._renderType === cc._RENDER_TYPE_WEBGL) ? 1000 : 300);
},
/**
* initialize a rain particle system with number Of Particles
* @param {Number} numberOfParticles
* @return {Boolean}
*/
initWithTotalParticles:function (numberOfParticles) {
if (cc.ParticleSystem.prototype.initWithTotalParticles.call(this, numberOfParticles)) {
// duration
this.setDuration(cc.ParticleSystem.DURATION_INFINITY);
this.setEmitterMode(cc.ParticleSystem.MODE_GRAVITY);
// Gravity Mode: gravity
this.setGravity(cc.p(10, -10));
// Gravity Mode: radial
this.setRadialAccel(0);
this.setRadialAccelVar(1);
// Gravity Mode: tangential
this.setTangentialAccel(0);
this.setTangentialAccelVar(1);
// Gravity Mode: speed of particles
this.setSpeed(130);
this.setSpeedVar(30);
// angle
this.setAngle(-90);
this.setAngleVar(5);
// emitter position
var winSize = cc.director.getWinSize();
this.setPosition(winSize.width / 2, winSize.height);
this.setPosVar(cc.p(winSize.width / 2, 0));
// life of particles
this.setLife(4.5);
this.setLifeVar(0);
// size, in pixels
this.setStartSize(4.0);
this.setStartSizeVar(2.0);
this.setEndSize(cc.ParticleSystem.START_SIZE_EQUAL_TO_END_SIZE);
// emits per second
this.setEmissionRate(20);
// color of particles
this.setStartColor(cc.color(179, 204, 255, 255));
this.setStartColorVar(cc.color(0, 0, 0, 0));
this.setEndColor(cc.color(179, 204, 255, 128));
this.setEndColorVar(cc.color(0, 0, 0, 0));
// additive
this.setBlendAdditive(false);
return true;
}
return false;
}
});
/**
* Create a rain particle system
* @deprecated since v3.0 please use cc.ParticleRain() instead.
* @return {cc.ParticleRain}
*
* @example
* var emitter = cc.ParticleRain.create();
*/
cc.ParticleRain.create = function () {
return new cc.ParticleRain();
};