Create creates a Particle Emitter More. Local create creates a Particle Emitter More. Static ParticleSystemQuad. createWithTotalParticles (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. We take a close-up look at HitFilm 2 Ultimate's particle simulator, explaining how layers, emitters, mobile emitters and particle systems all fit together.
- Particles 2 2 3 – Create Professional Cocos2d Particle Emitters Free
- Particles 2 2 3 – Create Professional Cocos2d Particle Emitters Using
STEP 1: INCLUDE THE LIBRARY |
With Corona SDK: Place the library's .lua file in the directory of your project and include it with the following command (just place the name of the library within the quotes, without the '.lua' extension) : Cisdem document reader 5 1 0 download free. With Gideros SDK: In Gideros Manager, right-click your project's name and choose 'Add existing file'. Browse for the 'lib_particle_candy.lua' file and add it to your project. Once included, all Particle Candy functions are available using the global variable 'Particles' (or '_G.Particles') then from anywhere in your code. You are then ready to go. Access all the library's features like this: |
STEP 2: CREATE AN EMITTER |
Now create some emitters. Emitters can be created and deleted at any time, but it's a good practice to create them right before your level starts, re-use them during the game and delete them on level clean-up: You can also receive a handle to the created emitter. This handle can then be used to freely position, rotate or move the emitter. An emitter's handle can be used like any common graphics object. Therefore, you can also place an emitter within a certain group. Principally, all particles of an emitter will be drawn inside the emitter's parent. So if you put the emitter into a display group, it's particles will be drawn inside this group only. This is quite useful! Important note! If you store an emitter's handle, you must set this reference to the emitter to 'nil' before you delete the emitter. Mac dvd ripper pro 6 1 0. Otherwise, it cannot be garbage collected and will remain in memory! So be careful when storing emitter handles on your own! |
Particles 2 2 3 – Create Professional Cocos2d Particle Emitters Free
STEP 3: DESIGN A PARTICLE TYPE |
A particle type describes how particles behave, so a particle type contains all relevant properties of a certain kind of particle. You can create as many different particle types and attach as many of them to an emitter as you like. For a fire effect, for example, you would create one particle type for the smoke, another one for the flames and maybe a third one to show some sparks flying around. Attach them to an emitter then and you are ready to go. Here is a very basic one (see section 'Reference' for all available particle properties): |
STEP 4: FEED THE EMITTER |
Now feed the emitters with the particle types you just created. You can attach as many particle types to an emitter as you like and define an emission rate, emission duration and a delay for each attached particle type (repeat this with each particle type you'd like to attach to the emitter): |
STEP 5: TRIGGER THE EMITTER |
Now your emitters are charged and can be triggered (or stopped) at any time within the game. The particles will be drawn in the emitter's parent group (if there is one) and will be shot in the direction where the emitter points (remember, you can freely move and rotate the emitter -you can also attach it to the exhaust of your space ship, for example): Important note! In order to update and animate your particles, don't forget to call the library's Update() function once every frame (within your main loop). |
STEP 6: CLEAN UP |
After your main game loop finished, simply remove all created emitters, particle types and particles on screen by using: Important note! If you stored any emitter handles using GetEmitter(), you must set these references to the emitters to 'nil' before you delete the emitters. Otherwise, they cannot be garbage collected and will remain in memory! So be careful when storing emitter handles on your own! |
Particle System
Perhaps your game needs effects like burning fire, spell casting visuals or explosions.How would you make such complex effects? Is it even possible? Yes, it is. Usinga particle system. The term particle system refers to a computer graphicstechnique that uses a large number of very small sprites or other graphic objects to simulate certain kinds of fuzzy phenomena, which are otherwise very hard to reproduce with conventional rendering techniques. Some realistic examples might include highly chaotic systems, natural phenomena, or processes caused by chemical reactions. Here are a few examples of particle effects:
Tools for creating Particle Effects
Even though you can always create particle effects by hand, massaging eachproperty to your liking. There are several third party tools for creatingparticle effects. A few of these tools are:
- Effekseer: Effekseer is a tool editing particle effects.
- Particle Designer: A very powerful particle effects editor on Mac.
- V-play particle editor: A cross-platform particle editor for Cocos2d-x.
- Particle2dx: An online web particle designer.
These tools usually export a
.plist
file that you can read in with Cocos2d-x to use your creation inside your game. Just like with all of the other classes we have worked with so far we use the create()
method:Built-In Particle Effects
Are you ready to add particle effects to your game? We hope so! Are you not yetcomfortable with creating custom particle effects? For ease of convenience thereare a number of built-in particle effects that you can choose from. Take a lookat this list:
-ParticleFire: Point particle system. Uses Gravity mode.
Particles 2 2 3 – Create Professional Cocos2d Particle Emitters Using
-ParticleFireworks: Point particle system. Uses Gravity mode.
-ParticleSun: Point particle system. Uses Gravity mode.
-ParticleGalaxy: Point particle system. Uses Gravity mode.
-ParticleFlower: Point particle system. Uses Gravity mode.
-ParticleMeteor: Point particle system. Uses Gravity mode.
-ParticleSpiral: Point particle system. Uses Gravity mode.
-ParticleExplosion: Point particle system. Uses Gravity mode.
-ParticleSmoke: Point particle system. Uses Gravity mode.
-ParticleSnow: Point particle system. Uses Gravity mode.
-ParticleRain: Point particle system. Uses Gravity mode.
Using
ParticleFireworks
as an example, you can use the built-in effects easily: Sketch 46.The result is a particle effect that looks something like:
But what do you do if your particle effect isn't quite the way you want?That's right, you can manually manipulate it! Let's take the same fireworks exampleabove and manipulate it even further by manually changing its properties:
setDuration(ParticleSystem::DURATION_INFINITY);// radius modeparticleSystem->setEmitterMode(ParticleSystem::Mode::RADIUS);// radius mode: 100 pixels from centerparticleSystem->setStartRadius(100);particleSystem->setStartRadiusVar(0);particleSystem->setEndRadius(ParticleSystem::START_RADIUS_EQUAL_TO_END_RADIUS);particleSystem->setEndRadiusVar(0); // not used when start end// radius mode: degrees per second// 45 * 4 seconds of life = 180 degreesparticleSystem->setRotatePerSecond(45);particleSystem->setRotatePerSecondVar(0);```![](other_node_types-img/particle4.png)** JASON - Replace the above screenshot with example from chapter 7 demo code-->