本文整理汇总了C++中CCParticleSystem::setTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ CCParticleSystem::setTexture方法的具体用法?C++ CCParticleSystem::setTexture怎么用?C++ CCParticleSystem::setTexture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CCParticleSystem
的用法示例。
在下文中一共展示了CCParticleSystem::setTexture方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: onEnter
//------------------------------------------------------------------
//
// SchedulerTest
//
//------------------------------------------------------------------
void SchedulerTest::onEnter()
{
EaseSpriteDemo::onEnter();
// rotate and jump
CCActionInterval* jump1 = CCJumpBy::actionWithDuration(4, CCPointMake(-400,0), 100, 4);
CCActionInterval* jump2 = jump1->reverse();
CCActionInterval* rot1 = CCRotateBy::actionWithDuration(4, 360*2);
CCActionInterval* rot2 = rot1->reverse();
CCFiniteTimeAction* seq3_1 = CCSequence::actions(jump2, jump1, NULL);
CCFiniteTimeAction* seq3_2 = CCSequence::actions( rot1, rot2, NULL);
CCFiniteTimeAction* spawn = CCSpawn::actions(seq3_1, seq3_2, NULL);
CCFiniteTimeAction* action = CCRepeatForever::actionWithAction((CCActionInterval*)spawn);
CCRepeatForever* action2 = (CCRepeatForever*)(action->copy()->autorelease());
CCRepeatForever* action3 = (CCRepeatForever*)(action->copy()->autorelease());
m_grossini->runAction( CCSpeed::actionWithAction((CCActionInterval*)action, 0.5f) );
m_tamara->runAction( CCSpeed::actionWithAction((CCActionInterval*)action2, 1.5f) );
m_kathia->runAction( CCSpeed::actionWithAction((CCActionInterval*)action3, 1.0f) );
CCParticleSystem* emitter = CCParticleFireworks::node();
emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("Images/fire.png"));
addChild(emitter);
//sliderCtl = [self sliderCtl];
//[[[[Director sharedDirector] openGLView] window] addSubview: sliderCtl];
}
示例2: CCPointMake
IntervalLayer::IntervalLayer()
{
m_time0 = m_time1 = m_time2 = m_time3 = m_time4 = 0.0f;
CCSize s = CCDirector::sharedDirector()->getWinSize();
// sun
CCParticleSystem* sun = CCParticleSun::node();
sun->setTexture(CCTextureCache::sharedTextureCache()->addImage("Images/fire.png"));
sun->setPosition( CCPointMake(s.width-32,s.height-32) );
sun->setTotalParticles(130);
sun->setLife(0.6f);
this->addChild(sun);
// timers
m_label0 = CCLabelBMFont::labelWithString("0", "fonts/bitmapFontTest4.fnt");
m_label1 = CCLabelBMFont::labelWithString("0", "fonts/bitmapFontTest4.fnt");
m_label2 = CCLabelBMFont::labelWithString("0", "fonts/bitmapFontTest4.fnt");
m_label3 = CCLabelBMFont::labelWithString("0", "fonts/bitmapFontTest4.fnt");
m_label4 = CCLabelBMFont::labelWithString("0", "fonts/bitmapFontTest4.fnt");
scheduleUpdate();
schedule(schedule_selector(IntervalLayer::step1));
schedule(schedule_selector(IntervalLayer::step2), 0);
schedule(schedule_selector(IntervalLayer::step3), 1.0f);
schedule(schedule_selector(IntervalLayer::step4), 2.0f);
m_label0->setPosition(CCPointMake(s.width*1/6, s.height/2));
m_label1->setPosition(CCPointMake(s.width*2/6, s.height/2));
m_label2->setPosition(CCPointMake(s.width*3/6, s.height/2));
m_label3->setPosition(CCPointMake(s.width*4/6, s.height/2));
m_label4->setPosition(CCPointMake(s.width*5/6, s.height/2));
addChild(m_label0);
addChild(m_label1);
addChild(m_label2);
addChild(m_label3);
addChild(m_label4);
// Sprite
CCSprite* sprite = CCSprite::spriteWithFile(s_pPathGrossini);
sprite->setPosition( CCPointMake(40,50) );
CCJumpBy* jump = CCJumpBy::actionWithDuration(3, CCPointMake(s.width-80,0), 50, 4);
addChild(sprite);
sprite->runAction( CCRepeatForever::actionWithAction(
(CCActionInterval*)(CCSequence::actions(jump, jump->reverse(), NULL ))
)
);
// pause button
CCMenuItem* item1 = CCMenuItemFont::itemFromString("Pause", this, menu_selector(IntervalLayer::onPause) );
CCMenu* menu = CCMenu::menuWithItems(item1, NULL);
menu->setPosition( CCPointMake(s.width/2, s.height-50) );
addChild( menu );
}
示例3: createFireParticle
CCParticleSystem* ParticleLayer::createFireParticle()
{
CCParticleSystem *emitter = CCParticleFire::create();
emitter->retain();
addChild(emitter, 10);
emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("Particles/fire.png") );
return emitter;
}
示例4: initSpiral
void TestParticle::initSpiral()
{
CCParticleSystem *emitter = CCParticleSpiral::create();
emitter->retain();
addChild(emitter,10);
emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
emitter->setPosition(ccp(250,50));
emitter->release();
}
示例5: initFlower
void TestParticle::initFlower()
{
CCParticleSystem *emitter = CCParticleFlower::create();
emitter->retain();
addChild(emitter,10);
// emitter->setStartSize(20.f);
emitter->setSpeed(100.f);
emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("stars.png"));
emitter->setPosition(ccp(size.width/6*1,size.height-250));
emitter->release();
}
示例6: createMeteor
CCParticleSystem* ParticleLayer::createMeteor()
{
CCParticleSystem *emitter = CCParticleMeteor::create();
emitter->retain();
addChild(emitter, 10);
emitter->setGravity(CCPointZero);
emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("Particles/fire.png") );
return emitter;
}
示例7: initSun
void TestParticle::initSun()
{
CCParticleSystem *emitter = CCParticleSun::create();
emitter->retain();
addChild(emitter,10);
emitter->setStartSize(20.f);
emitter->setSpeed(50.f);
emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
emitter->setPosition(ccp(size.width/6*4,size.height-85));
emitter->release();
}
示例8: createExplosion
CCParticleSystem* ParticleLayer::createExplosion()
{
CCParticleSystem *emitter = CCParticleExplosion::create();
emitter->retain();
addChild(emitter, 10);
emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("Particles/stars.png") );
emitter->setAutoRemoveOnFinish(true);
return emitter;
}
示例9: initFirework
void TestParticle::initFirework()
{
CCParticleSystem *emitter = CCParticleFireworks::create();
emitter->retain();
addChild(emitter,10);
emitter->setStartSize(20.0f);
emitter->setSpeed(150.0f);
emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("stars.png"));
//emitter->setDuration(5.0f);
emitter->setPosition(ccp(size.width/6*2,size.height-150));
emitter->release();
}
示例10: createFireWorks
CCParticleSystem* ParticleLayer::createFireWorks()
{
CCParticleSystem *emitter = CCParticleFireworks::create();
emitter->retain();
emitter->setGravity(CCPointZero);
addChild(emitter, 10);
emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("Particles/stars.png") );
emitter->setAutoRemoveOnFinish(true);
return emitter;
}
示例11: initExplosion
void TestParticle::initExplosion()
{
CCParticleSystem *emitter = CCParticleExplosion::create();
emitter->retain();
addChild(emitter, 10);
emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("stars.png") );
emitter->setAutoRemoveOnFinish(true);
emitter->setPosition(ccp(400,50));
emitter->release();
}
示例12: initSmoke
void TestParticle::initSmoke()
{
CCParticleSystem *emitter = CCParticleSmoke::create();
emitter->retain();
this->addChild(emitter, 10);
emitter->setStartSize(20.0f);
//emitter->setTotalParticles(300);
emitter->setSpeed(150.0f); //设置速度
emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("fire.png") ); //设置图片
//emitter->setDuration(5.0f); //设置时间
emitter->setPosition(ccp(size.width/6,size.height-150)); //设置初始位置
emitter->release();
}
示例13: initRain
void TestParticle::initRain()
{
CCParticleSystem *emitter = CCParticleRain::create();
emitter->retain();
addChild(emitter, 10);
CCPoint p = emitter->getPosition();
emitter->setPosition( ccp( p.x, p.y-100) );
emitter->setLife(4);
emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("fire.png") );
emitter->setPosition(ccp(400,50));
emitter->release();
}
示例14: init
bool MainMenuScene::init()
{
menuLayer = CCLayer::create();
CCSize size = CCDirector::sharedDirector()->getWinSize();
// Add backgrounbdPic
CCSprite* backGroundPic = CCSprite::create("pictures/mainMenuBackGround.png");
backGroundPic->setAnchorPoint(ccp(0, 0));
menuLayer->addChild(backGroundPic,0);
// Add ChenXiaoG welcome armature
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("animations/ChenXiaoGeWelcome.ExportJson");
CCArmature *armature = CCArmature::create("ChenXiaoGeWelcome");
armature->getAnimation()->play("Animation1");
armature->getAnimation()->setSpeedScale(1.5f);
armature->setAnchorPoint(ccp(0,0));
armature->setPosition(ccp(size.width/8, size.height/6));
armature->setScale(0.5);
menuLayer->addChild(armature,1);
//Add StartBtn
CCSprite* start = CCSprite::create("pictures/startbtn.png");
CCSprite* startPush = CCSprite::create("pictures/startbtnPush.png");
CCMenuItemSprite * startBtn = CCMenuItemSprite::create(start, startPush, this, menu_selector(MainMenuScene::startBtnCallFunc));
//Add Menu
mainMenu = CCMenu::create(startBtn, NULL);
mainMenu->setAnchorPoint(ccp(0, 0));
mainMenu->setPosition(ccp(size.width/6, size.height/1.3));
menuLayer->addChild(mainMenu,2);
//Add snow particle
CCParticleSystem *particle = CCParticleSnow::create();
particle->setTexture(CCTextureCache::sharedTextureCache()->addImage("pictures/snow.png"));
menuLayer->addChild(particle,3);
this->addChild(menuLayer ,0);
return true;
}
示例15: initSnow
void TestParticle::initSnow()
{
CCParticleSystem *emitter = CCParticleSnow::create();
emitter->retain();
addChild(emitter, 10);
CCPoint p = emitter->getPosition();
emitter->setPosition( ccp( p.x, p.y-110) );
emitter->setLife(3);
emitter->setLifeVar(1);
// gravity
emitter->setGravity(ccp(0,-10));
// speed of particles
emitter->setSpeed(130);
emitter->setSpeedVar(30);
ccColor4F startColor = emitter->getStartColor();
startColor.r = 0.9f;
startColor.g = 0.9f;
startColor.b = 0.9f;
emitter->setStartColor(startColor);
ccColor4F startColorVar = emitter->getStartColorVar();
startColorVar.b = 0.1f;
emitter->setStartColorVar(startColorVar);
emitter->setEmissionRate(emitter->getTotalParticles()/emitter->getLife());
emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("snow.png"));
emitter->setPosition(ccp(0,480));
emitter->release();
}