2011-03-19 10:07:16 +08:00
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/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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2011-07-04 19:20:16 +08:00
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Copyright (c) 2011 Zynga Inc.
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2011-03-19 10:07:16 +08:00
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCPARTICLE_EXAMPLE_H__
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#define __CCPARTICLE_EXAMPLE_H__
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#include "platform/CCArchOptimalParticleSystem.h"
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namespace cocos2d {
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//! @brief A fire particle system
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class CC_DLL CCParticleFire : public ARCH_OPTIMAL_PARTICLE_SYSTEM
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{
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public:
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CCParticleFire() {}
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virtual ~CCParticleFire() {}
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bool init() {
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return initWithTotalParticles(250);
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}
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleFire * node()
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{
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CCParticleFire *pRet = new CCParticleFire();
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if (pRet->init())
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet)
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return NULL;
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}
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};
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2010-12-28 14:04:28 +08:00
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//! @brief A fireworks particle system
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class CC_DLL CCParticleFireworks : public ARCH_OPTIMAL_PARTICLE_SYSTEM
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{
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public:
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CCParticleFireworks() {}
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virtual ~CCParticleFireworks() {}
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bool init() {
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return initWithTotalParticles(1500);
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}
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleFireworks * node()
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{
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CCParticleFireworks *pRet = new CCParticleFireworks();
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if (pRet->init())
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet)
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return NULL;
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}
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};
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//! @brief A sun particle system
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class CC_DLL CCParticleSun : public ARCH_OPTIMAL_PARTICLE_SYSTEM
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{
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public:
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CCParticleSun() {}
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virtual ~CCParticleSun() {}
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bool init() {
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return initWithTotalParticles(350);
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}
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleSun * node()
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{
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CCParticleSun *pRet = new CCParticleSun();
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if (pRet->init())
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet)
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return NULL;
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}
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};
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//! @brief A galaxy particle system
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class CC_DLL CCParticleGalaxy : public ARCH_OPTIMAL_PARTICLE_SYSTEM
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{
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public:
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CCParticleGalaxy() {}
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virtual ~CCParticleGalaxy() {}
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bool init() {
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return initWithTotalParticles(200);
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}
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleGalaxy * node()
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{
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CCParticleGalaxy *pRet = new CCParticleGalaxy();
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if (pRet->init())
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet)
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return NULL;
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}
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};
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//! @brief A flower particle system
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class CC_DLL CCParticleFlower : public ARCH_OPTIMAL_PARTICLE_SYSTEM
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{
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public:
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CCParticleFlower() {}
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virtual ~CCParticleFlower() {}
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bool init() {
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return initWithTotalParticles(250);
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}
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleFlower * node()
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{
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CCParticleFlower *pRet = new CCParticleFlower();
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if (pRet->init())
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet)
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return NULL;
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}
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};
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//! @brief A meteor particle system
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class CC_DLL CCParticleMeteor : public ARCH_OPTIMAL_PARTICLE_SYSTEM
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{
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public:
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CCParticleMeteor() {}
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virtual ~CCParticleMeteor() {}
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bool init() {
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return initWithTotalParticles(150);
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}
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleMeteor * node()
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{
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CCParticleMeteor *pRet = new CCParticleMeteor();
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if (pRet->init())
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet)
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return NULL;
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}
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};
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//! @brief An spiral particle system
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class CC_DLL CCParticleSpiral : public ARCH_OPTIMAL_PARTICLE_SYSTEM
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{
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public:
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CCParticleSpiral() {}
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virtual ~CCParticleSpiral() {}
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bool init() {
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return initWithTotalParticles(500);
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}
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleSpiral * node()
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{
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CCParticleSpiral *pRet = new CCParticleSpiral();
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if (pRet->init())
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet)
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return NULL;
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}
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};
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//! @brief An explosion particle system
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class CC_DLL CCParticleExplosion : public ARCH_OPTIMAL_PARTICLE_SYSTEM
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{
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public:
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CCParticleExplosion() {}
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virtual ~CCParticleExplosion() {}
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bool init() {
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return initWithTotalParticles(700);
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}
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleExplosion * node()
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{
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CCParticleExplosion *pRet = new CCParticleExplosion();
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if (pRet->init())
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet)
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return NULL;
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}
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};
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//! @brief An smoke particle system
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class CC_DLL CCParticleSmoke : public ARCH_OPTIMAL_PARTICLE_SYSTEM
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{
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public:
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CCParticleSmoke() {}
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virtual ~CCParticleSmoke() {}
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bool init() {
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return initWithTotalParticles(200);
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}
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleSmoke * node()
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{
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CCParticleSmoke *pRet = new CCParticleSmoke();
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if (pRet->init())
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet)
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return NULL;
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}
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};
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//! @brief An snow particle system
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class CC_DLL CCParticleSnow : public ARCH_OPTIMAL_PARTICLE_SYSTEM
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{
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public:
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CCParticleSnow() {}
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virtual ~CCParticleSnow() {}
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bool init() {
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return initWithTotalParticles(700);
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}
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleSnow * node()
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{
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CCParticleSnow *pRet = new CCParticleSnow();
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if (pRet->init())
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet)
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return NULL;
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}
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};
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//! @brief A rain particle system
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class CC_DLL CCParticleRain : public ARCH_OPTIMAL_PARTICLE_SYSTEM
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{
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public:
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CCParticleRain() {}
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virtual ~CCParticleRain() {}
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bool init() {
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return initWithTotalParticles(1000);
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}
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleRain * node()
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{
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CCParticleRain *pRet = new CCParticleRain();
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if (pRet->init())
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet)
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return NULL;
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}
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2010-12-28 14:04:28 +08:00
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};
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}// namespace cocos2d
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#endif //__CCPARTICLE_EXAMPLE_H__
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