axmol/cocos/scripting/lua-bindings/auto/api/ParticleBatchNode.lua

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-- @module ParticleBatchNode
-- @extend Node,TextureProtocol
-- @parent_module cc
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--
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-- @function [parent=#ParticleBatchNode] setTexture
-- @param self
-- @param #cc.Texture2D texture
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-- disables a particle by inserting a 0'd quad into the texture atlas
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-- @function [parent=#ParticleBatchNode] disableParticle
-- @param self
-- @param #int particleIndex
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--
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-- @function [parent=#ParticleBatchNode] getTexture
-- @param self
-- @return Texture2D#Texture2D ret (return value: cc.Texture2D)
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-- Sets the texture atlas used for drawing the quads
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-- @function [parent=#ParticleBatchNode] setTextureAtlas
-- @param self
-- @param #cc.TextureAtlas atlas
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-- code<br>
-- When this function bound into js or lua,the parameter will be changed<br>
-- In js: var setBlendFunc(var src, var dst)<br>
-- endcode<br>
-- lua NA
-- @function [parent=#ParticleBatchNode] setBlendFunc
-- @param self
-- @param #cc.BlendFunc blendFunc
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--
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-- @function [parent=#ParticleBatchNode] removeAllChildrenWithCleanup
-- @param self
-- @param #bool doCleanup
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-- Gets the texture atlas used for drawing the quads
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-- @function [parent=#ParticleBatchNode] getTextureAtlas
-- @param self
-- @return TextureAtlas#TextureAtlas ret (return value: cc.TextureAtlas)
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-- js NA<br>
-- lua NA
-- @function [parent=#ParticleBatchNode] getBlendFunc
-- @param self
-- @return BlendFunc#BlendFunc ret (return value: cc.BlendFunc)
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-- Inserts a child into the ParticleBatchNode
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-- @function [parent=#ParticleBatchNode] insertChild
-- @param self
-- @param #cc.ParticleSystem system
-- @param #int index
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--
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-- @function [parent=#ParticleBatchNode] removeChildAtIndex
-- @param self
-- @param #int index
-- @param #bool doCleanup
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-- initializes the particle system with the name of a file on disk (for a list of supported formats look at the Texture2D class), a capacity of particles
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-- @function [parent=#ParticleBatchNode] create
-- @param self
-- @param #string fileImage
-- @param #int capacity
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-- @return ParticleBatchNode#ParticleBatchNode ret (return value: cc.ParticleBatchNode)
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-- initializes the particle system with Texture2D, a capacity of particles, which particle system to use
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-- @function [parent=#ParticleBatchNode] createWithTexture
-- @param self
-- @param #cc.Texture2D tex
-- @param #int capacity
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-- @return ParticleBatchNode#ParticleBatchNode ret (return value: cc.ParticleBatchNode)
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-- @overload self, cc.Node, int, string
-- @overload self, cc.Node, int, int
-- @function [parent=#ParticleBatchNode] addChild
-- @param self
-- @param #cc.Node child
-- @param #int zOrder
-- @param #int tag
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--
-- @function [parent=#ParticleBatchNode] draw
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table transform
-- @param #unsigned int flags
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--
-- @function [parent=#ParticleBatchNode] visit
-- @param self
-- @param #cc.Renderer renderer
-- @param #mat4_table parentTransform
-- @param #unsigned int parentFlags
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--
-- @function [parent=#ParticleBatchNode] reorderChild
-- @param self
-- @param #cc.Node child
-- @param #int zOrder
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--
-- @function [parent=#ParticleBatchNode] removeChild
-- @param self
-- @param #cc.Node child
-- @param #bool cleanup
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return nil