//
// HelloWorldScene.h
//
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
#include "cocos-ext.h"
USING_NS_CC;
USING_NS_CC_EXT;
class HelloWorld : public cocos2d::CCLayer
{
public:
virtual bool init();
static cocos2d::CCScene* scene();
CREATE_FUNC(HelloWorld);
};
#endif
//
// HelloWorldScene.cpp
//
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
#include "BaseData.h"
USING_NS_CC;
using namespace std;
using namespace CocosDenshion;
CCScene* HelloWorld::scene()
{
CCScene *scene = CCScene::create();
HelloWorld *layer = HelloWorld::create();
scene->addChild(layer);
return scene;
}
bool HelloWorld::init()
{
if ( !CCLayer::init() )
{
return false;
}
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
// 爆炸粒子效果
CCParticleSystem *particleExplosion = CCParticleExplosion::create();
particleExplosion->setTexture(CCTextureCache::sharedTextureCache()->addImage("stars.png"));
// 火焰粒子效果
CCParticleSystem *particleFire = CCParticleFire::create();
particleFire->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
// 花束粒子效果
CCParticleSystem *particleFlower = CCParticleFlower::create();
particleFlower->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
// 烟火粒子效果
CCParticleSystem *particleFireWorks = CCParticleFireworks::create();
particleFireWorks->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
// 星系粒子效果
CCParticleSystem *particleGalaxy = CCParticleGalaxy::create();
particleGalaxy->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
// 流星粒子效果
CCParticleSystem *particleMeteor = CCParticleMeteor::create();
particleMeteor->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
// 下雨粒子效果
CCParticleSystem *particleRain = CCParticleRain::create();
particleRain->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
// 烟雾粒子效果
CCParticleSystem *particleSmoke = CCParticleSmoke::create();
particleSmoke->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
// 下雪粒子效果
CCParticleSystem *particleSnow = CCParticleSnow::create();
particleSnow->setTexture(CCTextureCache::sharedTextureCache()->addImage("snow.png"));
// 漩涡粒子效果
CCParticleSystem *particleSprial = CCParticleSpiral::create();
particleSprial->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
// 太阳粒子效果
CCParticleSystem *particleSun = CCParticleSun::create();
particleSun->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
// 系统自带的各种粒子效果展示
particleSun->setAutoRemoveOnFinish(true);
particleSun->setPositionType(kCCPositionTypeFree);
particleSun->setPosition(ccp(winSize.width*0.5, winSize.height*0.5));
this->addChild(particleSun);
// 观察两种粒子效果
CCParticleSystem *particleSun1 = CCParticleSun::create();
particleSun1->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSun1->setAutoRemoveOnFinish(true);
particleSun1->setPositionType(kCCPositionTypeFree);
particleSun1->setPosition(ccp(90, 160));
this->addChild(particleSun1);
CCParticleSystem *particleSun2 = CCParticleSun::create();
particleSun2->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
particleSun2->setAutoRemoveOnFinish(true);
particleSun2->setPositionType(kCCPositionTypeRelative);
particleSun2->setPosition(ccp(200, 160));
this->addChild(particleSun2);
CCActionInterval *moveTo = CCMoveBy::create(3, ccp(290, 0));
CCActionInterval *back = moveTo->reverse();
this->runAction(CCSequence::create(moveTo, back, NULL));
/*
kCCPositionTypeFree, 自由模式,粒子在喷射后不再与发射器联系在一起,因此会形成拖尾效果
kCCPositionTypeRelative, 相对模式,粒子发射器会跟随节点移动而移动
kCCPositionTypeGrouped, 与相对模式类似,区别在于此种类型的粒子跟随发射器移动而移动
*/
return true;
}
bool HelloWorld::init()
{
if ( !CCLayer::init() )
{
return false;
}
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
// 自定义粒子效果
CCParticleSystem *particleSystem = CCParticleSystemQuad::create("cxm.plist");
this->addChild(particleSystem);
/*
自定义粒子效果,可以使用粒子编辑器ParticleDesigner,在粒子编辑器中设置好粒子效果,导出plist文件,然后使用CCParticleSystemQuad类即可创建自定义粒子效果
*/
return true;
}