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Adding in Particle Systems to Lua Bindings (inc. the example systems.)
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namespace cocos2d {
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class CCParticleSystem : public CCNode, public CCTextureProtocol {
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CCParticleSystem();
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static CCParticleSystem * particleWithFile(const char *plistFile);
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bool initWithFile(const char *plistFile);
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bool initWithDictionary(CCDictionary<std::string, CCObject*> *dictionary);
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bool initWithTotalParticles(unsigned int numberOfParticles);
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// mode A
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const CCPoint& getGravity();
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void setGravity(const CCPoint& g);
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float getSpeed();
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void setSpeed(float speed);
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float getSpeedVar();
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void setSpeedVar(float speed);
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float getTangentialAccel();
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void setTangentialAccel(float t);
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float getTangentialAccelVar();
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void setTangentialAccelVar(float t);
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float getRadialAccel();
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void setRadialAccel(float t);
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float getRadialAccelVar();
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void setRadialAccelVar(float t);
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// mode B
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float getStartRadius();
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void setStartRadius(float startRadius);
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float getStartRadiusVar();
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void setStartRadiusVar(float startRadiusVar);
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float getEndRadius();
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void setEndRadius(float endRadius);
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float getEndRadiusVar();
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void setEndRadiusVar(float endRadiusVar);
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float getRotatePerSecond();
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void setRotatePerSecond(float degrees);
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float getRotatePerSecondVar();
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void setRotatePerSecondVar(float degrees);
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bool addParticle();
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void initParticle(tCCParticle* particle);
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void stopSystem();
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void resetSystem();
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bool isFull();
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void updateQuadWithParticle(tCCParticle* particle, const CCPoint& newPosition);
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void postStep();
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void update(ccTime dt);
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CCTexture2D* getTexture(void);
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void setTexture(CCTexture2D* var);
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ccBlendFunc getBlendFunc(void);
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void setBlendFunc(ccBlendFunc var);
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};
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// Inheritance is funky here in the examples.... in reality its a pragma-def .. not sure how to map that?
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class CCParticleFire : public CCParticleSystem {
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CCParticleFire();
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bool init();
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bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleFire *node(void);
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};
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class CCParticleFireworks : public CCParticleSystem {
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CCParticleFireworks();
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bool init();
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bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleFireworks *node(void);
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};
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class CCParticleSun : public CCParticleSystem {
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CCParticleSun();
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bool init();
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bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleSun *node(void);
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};
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class CCParticleGalaxy : public CCParticleSystem {
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CCParticleGalaxy();
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bool init();
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bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleGalaxy *node(void);
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};
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class CCParticleMeteor : public CCParticleSystem {
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CCParticleMeteor();
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bool init();
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bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleMeteor *node(void);
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};
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class CCParticleSpiral : public CCParticleSystem {
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CCParticleSpiral();
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bool init();
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bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleSpiral *node(void);
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};
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class CCParticleExplosion : public CCParticleSystem {
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CCParticleExplosion();
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bool init();
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bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleExplosion *node(void);
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};
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class CCParticleSmoke : public CCParticleSystem {
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CCParticleSmoke();
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bool init();
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bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleSmoke *node(void);
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};
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class CCParticleSnow : public CCParticleSystem {
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CCParticleSnow();
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bool init();
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bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleSnow *node(void);
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};
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class CCParticleRain : public CCParticleSystem {
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CCParticleRain();
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bool init();
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bool initWithTotalParticles(unsigned int numberOfParticles);
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static CCParticleRain *node(void);
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};
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} // namespace
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@ -114,4 +114,6 @@ $pfile "CCMenu.pkg"
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$pfile "CCMenuItem.pkg"
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$pfile "CCMotionStreak.pkg"
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$pfile "CCParticleSystem.pkg"
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$pfile "CCCommon.pkg"
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